The cruciforms are symbiotic and parasitical entities found on the walls of the Labyrinth on the planet Hyperion. They are first introduced to the Hyperion Cantos story line in the Priest's Tale as Father Lenar Hoyt recounts his period among the Bikura indigenies of Hyperion, and go on to play an important role in mankind's destiny.




Cruciforms resemble in shape and proportion the crucifixes that are central to Christianity. Their texture is similar to that of soft coral, and they give off a bioluminescent pinkish glow. Their back surfaces are entirely flat and smooth, lacking any obvious adhesive properties, and a set of knobs on the top "arm" of the cruciform allow them to be easily tied to necklaces and lanyards.


Nintendo's known "cross" design was developed in 1982 by Gunpei Yokoi for their Donkey Kong handheld game. The design proved to be popular for subsequent Game & Watch titles, although the previously introduced non-connected D-pad style was still utilized on various later Game & Watch titles, including the Super Mario Bros. handheld game. This particular design was patented and later earned a Technology & Engineering Emmy Award.[5][6] In 1984, the Japanese company "Epoch" created a handheld game system called the "Epoch Game Pocket Computer". It featured a D-pad, but it was not popular for its time and soon faded.


Initially intended to be a compact controller for the Game & Watch handheld games alongside the prior non-connected style pad, Nintendo realized that Yokoi's updated design would also be appropriate for regular consoles, and Nintendo made the D-pad the standard directional control for the hugely successful Famicom/Nintendo Entertainment System under the name "+Control Pad". All major video game consoles since have had a D-pad of some shape on their controllers. To avoid infringing on Nintendo's patent, most controller manufacturers use a cross in a circle shape for the D-pad.[7] Sega coined the term "D button" to describe the pad, using the term when describing the controllers for the Sega Genesis in instruction manuals and other literature. Arcade games, however, have largely continued using joysticks.


A Famicom controller. The D-pad (cross shape on left) first came to prominence on the controller for the Famicom.


The pet is available exclusively for the ranger profession. They are AI controlled allies that fight alongside the ranger and are maintained through a special user interface that can set basic behavior modes and activate a skill. Four pets in total can accompany the ranger (two for fighting on land, two for aquatic), but only one pet will fight at a time. Rangers can switch pets during a fight to adapt to in-game situations.


Pets have 4 skills; three shared by all pets in the same family of animals, one which is unique to that species of pet (e.g. polar bear or brown bear).



You start the level in a small octagonal room. Pick up the combat armor here before you do anything else. There is a short pillar in the center of this room with a switch on each of it four sides. Pressing one causes the stairs in front of it to raise. Press all four switches. Walk up any of the four sets of stairs until the wall with the crucified baron of Hell ahead of you opens, but do not walk through yet


Open the three remaining baron-walls in this manner as well -- this allows you to re-enter the starting area if you need to. Once they have all been opened, exit to the huge outdoor area. There are a number of lost souls outside; you might want to destroy them so they do not get in your way later, but it is not necessary. Walk around the building until you find the cyberdemon -- or he finds you. Use the pillars for protection if you need to. He occasionally wanders into one of the four supply rooms adjoining the main building; lure him out if necessary. In addition to a rocket launcher, these four rooms contain a total of 150 rockets and a pair of soul spheres to replenish you. Do not be afraid to waste ammo, because this is the last level of the episode anyway. As there is no BFG9000 in The Shores of Hell, and you have plenty of rockets available, your battle with the cyberdemon will probably be a rocket-rocket fight. If you have a plasma gun with energy cells, do not hesitate to use it. Mastering circlestrafing will greatly increase your effectiveness. Once the cyberdemon dies, the level and episode both end



Once you reach the chamber underground, make your way behind it and interact with the sconce on the backside of the tableau (across from the door). Sam will use his lighter to set the flame - once it’s lit, return to the front side of the statue (with the three crucified figures).


In Chapter 11: Hidden in Plain Sight, Nate and Sully must find the entrance to Avery’s secret chamber within the Kings Bay clock tower. After placing the coin you found in Scotland into the central column, four statues will appear around the room. The objective is to ring the bells that correspond to each statue in the order they appeared. For specific platforming tutorials, see the video on the walkthrough page for Chapter 11.


For the fourth bell, Taurus, climb back up towards the Scorpio bell, but instead of using the large gear to climb down, use the ones to it's left to climb up and jump to the swinging pendulum. Leap from the pendulum to reach the fourth bell.


Once the four bells have been rung, you need to reach the top of the tower to complete the puzzle. Head up the staircase that appears after the cutscene, then use your rope to swing across to the other side of the tower.


A nearly naked, dead, male passenger crucified on a stick structure, with his wrists slit open which is the likely cause of death. Perhaps, his death is related to cannibals finding and emulating a crucifix. Cloth and wristwatches can be found on him.

The player can start building them by selecting one of the four from the bloody effigies tab in the survival guide. They consist of body parts from the cannibals (heads, arms, and legs) as well as some sticks and rocks. An effigy needs to be finished and set on fire in order to have an influence on the cannibals.


The video featured Nas and Combs being crucified in a manner similar to Jesus; after the video was completed, Combs requested his crucifixion scene be edited out of the video. However, the unedited copy of the "Hate Me Now" video made its way to MTV.




They set off into the world of Weyard to prevent a group of anti-heroes from releasing Alchemy to the world. Golden Sun: The Lost Age, however, follows the plight of the surviving members from the previous game's antagonists as they continue to pursue the release of Alchemy into the world by means of lighting four elemental lighthouses. Golden Sun: Dark Dawn follows the path of the descendants of the previous two games' heroes as they navigate a world adapting to the presence of Alchemy.


The keys to unlocking Alchemy, four magic jewels named the Elemental Stars, have been hidden within the mountain shrine, Mt. Aleph, which in turn has been guarded by the town of Vale at the mountain's base over the ages.[4] The third instalment, Dark Dawn, chronicles the events of Weyard thirty years after the return of Alchemy and the struggles the world's inhabitants face while adapting to their new reality.


Three years later, Isaac, Garet, and Jenna join Kraden on his research trip to Mt. Aleph and manage to solve the shrine's puzzles and retrieve the Elemental Stars.[16] They are ambushed by Saturos and Menardi, along with Felix, a previous resident of Vale who was kidnapped during the storms three years earlier. They kidnap Jenna and Kraden and take three of the four Elemental Stars and depart to light the four lighthouses and release Alchemy on the world. Isaac's party is joined by two other young adepts named Ivan and Mia,[17][18] and together they pursue Saturos' party in a lengthy chase and journey that follows eventually spans two continents, climaxing in a fierce battle that leads to Saturos and Menardi's death.[19][20]


In an interview with Nintendo Gamer in June 2012, series producer Hiroyuki Takahashi spoke about the possibility of a fourth Golden Sun game; "A big reason for us making RPGs comes from the requests from all the people who have enjoyed our RPGs in the past. Perhaps if there are enough Nintendo users asking for another game in the Golden Sun series, then this will naturally lead to the development of such a game."[42]


Weyard is governed by the mythological concept of the classical elements. All matter on Weyard consists of any combination of the four base elements: Venus, Mars, Mercury and Jupiter, or earth, fire, water, and wind, respectively.[22] These four building blocks of reality can be manipulated by the omnipotent force of Alchemy, which reigned supreme in the world's ancient past. Alchemy was sealed away in the past, however, and the world in the present age has become seemingly devoid of this power. However, in various places throughout the world, people demonstrate an aptitude to manipulate one of the elements through a form of magic called Psynergy. These wielders of Psynergy, called Adepts, usually refrain from displaying their talents to outsiders.


Golden Sun is a contemporary presentation of the traditional role-playing video game formula, in which the player controls a cast of four characters as they journey through a fantasy-themed world, interact with other characters, battle monsters, acquire increasingly powerful abilities and equipment, and take part in an ongoing narrative.[3] Although many of the player's actions are compulsory, Golden Sun often allows the player to visit previous locations and complete certain objectives out of order.


Psynergy comes in four elements: Venus (manipulation of rocks and plants), Mars (revolving around fire and heat), Jupiter (based on wind and electricity), and Mercury (concerning water and ice).[9] Players can return to previous locations in the game to finish puzzles which they could not solve earlier because of the lack of a specific Psynergy spell.[4]


The player controls four characters in Golden Sun. Isaac, the game's silent protagonist, is a seventeen-year-old Venus Adept from the village of Vale. Garet, a seventeen-year-old Mars Adept also from Vale, is Isaac's closest companion. Ivan is a fifteen-year-old Jupiter Adept who has lived with a famous merchant in the town of Kalay his entire life. Mia, a sixteen-year-old Mercury Adept from the wintry town of Imil, is a gentle healer from a heritage of Mercury Adept clansmen. A fifth character seen and playable in the game's exposition sequence is the 17-year-old Mars Adept Jenna, another childhood friend to Isaac.[23]


The prevalent force of Alchemy in Weyard's ancient past enabled the development of great civilizations. However, this thriving period eventually gave way to a worldwide conflict that subsided only with the sealing away of Alchemy.[25] The keys to unlocking Alchemy, the four Elemental Stars which hold the pure power of the four elements, are hidden within the mountain shrine, Mt. Aleph, which in turn is guarded by the town of Vale at the mountain's base. In the game's prologue, Saturos and Menardi, with help from a raiding party, storm Mt. Aleph with the intention to seize the Elemental Stars for themselves. They fail to solve the riddles guarding the stars and are driven away by the mountain's trap, a magically generated thunderstorm and rock slide.[26]


Three years later, Isaac, Garet, and Jenna join their teacher, Kraden, in his research of Mt. Aleph.[27] Their research coincides with a second raid of the sanctum by Saturos and Menardi, now assisted by Felix and Alex,[28] who coerce Isaac into giving them three of the four stars.[29] The volcano erupts before they can retrieve the final star,[30] but before escaping they capture Jenna and Kraden as eventual bargaining chips.[31] The guardian of Mt. Aleph, the Wise One, appears before Isaac and Garet and instructs them to prevent Saturos' group from casting the Elemental Stars into their respective Elemental Lighthouses across Weyard; if this happens, Alchemy will be restored and the period of instability will begin anew.[32]


The Brilyantes are fictional gemstones in the Filipino fantasy television series Encantadia as well as its 2016 requel. They are the elemental gems that holds the balance in Encantadia. Each gem manifests the classical elements: aether, fire, air, water, and earth.



The four brilyante first appeared in Encantadia, but the history of the gemstones appeared on its prequel, Etheria. The history of the four elemental gems date back to the First Great War in Encantadia with the fall of the Etherian Empire.


Etheria and the First Great War[edit]

The four brilyantes were initially created as a single gem that the deity Emre, the highest god in Encantadia, bequethed to the leaders of each kingdom in Encantadia; it was called as the Brilyante ng mga Elemento (Gem of the Elements): King Bartimus of Hathoria, King Meno of Sapiro, Queen Cassiopeia of Lireo and Elder Aegen of Adamya, used it to aid them in their struggle against the abusive empire of Etheria (followers of the fallen snake deity, Ether) under the rule of Queen Avria. The gem contains the four elements that will keep the balance in Encantadia. After the fall of Etheria, the jewel was entrusted to the most stable nation at the time, Sapiro. Fearful that the gem's power will corrupt Sapiro, Cassiopeia, the first Queen of Lireo, made the fateful decision and used the Kabilan Sword (the sword once belong to Etheria) to break the gem into four fragments that embodies the four elements it contain: water, fire, wind and earth. Because of this act, the four kingdoms of Encantadia lost their alliance with each other and Cassiopeia was cursed by Bathalang Emre and banished from Lireo. The four gem fragments were vested upon the four kingdoms. Sapiro was given the Brilyante ng Lupa, Hathoria was given the Brilyante ng Apoy, Lireo was given the Brilyante ng Hangin, and Adamya was given the Brilyante ng Tubig.


Encantadia (2005)[edit]

King Arvak of Hathoria, resentul of Cassiopeia's decision and deeply concerned by Hathoria's lack of apparent natural resources, launched a campaign of conquest throughout Encantadia, aided by his son and heir Hagorn. They successfully conquered Adamya and acquired the Brilyante ng Tubig, but were stopped cold when the Sapirians came to Adamya's rescue. Though successful in slaying King Armeo and acquiring the Brilyante ng Lupa, King Arvak died at the hands of Prince Raquim, and he then took the three gems. To ensure its protection, Prince Raquim of Sapiro traveled to Lireo and took the three gems to the queen of the Diwatas (Fairies), Queen Mine-a's custody and guardianship of all four elemental jewels, assured that the powerful Lirean throne would never let the brilyante fall into Hathorian hands. The brilyantes remained safe in Lireo until Sang'gre Pirena, the first-born of Mine-a, stole the Brilyante ng Apoy to aid her in defeating Mine-a during the challenge for the throne. Failing in her attempt and bitter of Minea's imagined favoritism, Pirena fled to Hathoria, carrying with her the Brilyante ng Apoy as bargaining chip with now King Hagorn. To protect the three remaining brilyantes, Mine-a entrusted them to her three remaining children, Amihan (Brilyante ng Hangin), Alena (Brilyante ng Tubig) and Danaya (Brilyante ng Lupa).


The story mode takes place in the Mushroom Kingdom where Toad is gardening flowers, when all of a sudden, an object crashes behind Princess Peach's castle. Toad then runs to the object (along with a few other Toads), and finds a red crystal containing a basketball, a green crystal containing a volleyball, a yellow crystal containing a dodgeball, and a blue crystal containing a coin (which serves as a hockey puck). While observing the mysterious crystals, the Toads come up with an idea of introducing new sports—basketball, volleyball, dodgeball, and hockey—to the Mushroom Kingdom. Toad then organizes tournaments for the four sports.


After the player beats the game in all four sports individually, a Sports Mix mode is unlocked. It is largely identical to the previous tournaments, with the exception that all four sports are played in the tournament, and that the final boss is different, being Behemoth King instead of Behemoth.


Official Nintendo Magazine also mentioned in its review that "volleyball is the weakest game of the four" because it only involves flicking the Wii remote and pressing A.


Ironclaw is a fantasy role-playing game published by Sanguine Productions, in which players take on the roles of anthropomorphic animals. The game is set in a Renaissance-inspired fictional universe on a continent called Calabria. The primary theme of the game involves four noble houses embroiled in political hostilities, with players taking the roles of citizens and adventurers.


Noble Houses[edit]

The four Great Houses are powerful feudal estates that control vast domains of the continent. Because of their great historical, cultural, and racial differences, they are often in competition for land, resources, and political power. Hostilities and warfare are common between neighboring lands, but the ruling parties are wary to balance their aggressions, lest they leave an undefended flank for a rival to exploit.


To the east are the Aviordupois, a militant theocracy of horses, who practice S'allumner, a sacerdotal religion similar to the real world Roman Catholicism. The capital city is Salon du Sauldre, which contains the most magnificent of S'allumer temples. However the seat of the church's administration remains in Rinaldi hands.

The northern territory is controlled by the Doloreaux, a staid house of traditionalist boars, who engage in the pagan practice of Lutarism. The capital city of Bruges is a full of natural splendor, despite being a mining town known for manufacturing cannons.

The Bisclavret are a young, ambitious house of wolves who control much of the western coast. They specialize in relatively advanced military dogmatics and technology, including pioneering into the manufacturing and use of firearms. The capital city, Harrowgate, is land-locked, but a port on the western coast has a seaport and is the largest manufacturer of ocean-going vessels and ships.

The Rinaldi are a declining house of grey foxes, who once held political sway of Triskellion, but have since lost much of their holdings to the burgeoning merchant class. Their holdings have largely dissolved, leaving many members penniless peasantry, ignorant of their former nobility.


Throttle Quadrant[edit]

A throttle quadrant is a set of one or more levers that are most often used to simulate throttles or other similar controls in a real vehicle, particularly an aircraft. Throttle quadrants are most popular in conjunction with joysticks or yokes used in flight simulation.


Zoop was one of four games played in the Blockbuster World Video Game Championship semi-finals on August 21, 1995, a rare instance of an as-yet-unreleased game being used in the competition.[1] To spark interest for the game, Blockbuster offered the game as a free rental for the Super NES for a limited time.[2]


The galaxy map is arranged as an 8 by 8 grid of quadrants. Each quadrant is further divided into an 8 by 8 grid of sectors.[a] The number of items in any one quadrant - stars, Klingons and starbases - is fixed at the start of the game, but their exact position within the quadrant would not be recorded, and the precise layout would change when the quadrant was left and re-entered.


The Enterprise's local surroundings can be displayed by issuing the short-range scan command, SRS, which prints a text-based map of the current quadrant's sectors. Stars were represented with a *, Klingon ships as a +K+, star bases as an <*>, and the Enterprise itself with an -E-. The user can also use the long-range scan, LRS, to print out an abbreviated map of the quadrants lying directly around the Enterprise, listing only the number of stars, Klingons and starbases in each quadrant.


Klingon ships can be attacked with either phasers or photon torpedos. Phasers do not have to be aimed, but their power falls off with distance, requiring the player to estimate how much power to put into each shot. Torpedoes do not suffer this drop in power and will destroy a Klingon ship with a single hit, but they have to be aimed using polar coordinates, so misses are possible. Klingon ships move after firing on the Enterprise, making re-aiming torpedoes after every "turn" a chore. Most versions of the game included a calculator that will provide the proper angle, so in spite of the tedium of re-aiming it was commonly the primary weapon used. In most versions of the game, stars will absorb torpedoes and require the user to maneuver within the quadrant using the impulse drive, IMP, to get a clear shot.


Movement, combat and shields all drain the energy supply of the Enterprise, which can be topped up again by flying to a starbase.


In some versions of the game there are additional options for emergency situations, such as calling for help from a Starbase, using the experimental Death Ray, loading raw dilithium crystals into the warp drive, or abandoning ship.


The game normally proceeds with the player eliminating Klingons in the opening quadrant, if any. The player then uses long-range scanners to look for nearby ships, selecting a new quadrant and moving there using the warp drive, WAR. Play continues in this fashion until the Enterprise is low on energy or torpedoes, requiring the player to warp to a starbase to refuel and repair. Each command takes up some game time, closing on the limit imposed at the start of the game.


seaQuest DSV is a real-time simulator/strategy game depiction of the seaQuest DSV television series for the Super NES and Genesis. The player takes the role of the captain of the submarine seaQuest DSV 4600, and is tasked with carrying out a series of missions in a series of levels, divided up as "ocean quadrants". There is a seaQuest DSV game for the Game Boy as well, but it is completely different from the home console versions.


The 32X is an add-on for the Mega Drive/Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the Genesis, the 32X uses its own ROM cartridges and has its own library of games. The add-on was distributed under the name Super 32X[a] in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil.


Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. Developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994, the product was conceived as an entirely new console. At the suggestion of Sega of America executive Joe Miller and his team, the console was converted into an add-on to the existing Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. To bring the new add-on to market by its scheduled release date of November 1994, development of the new system and its games were rushed. The console failed to attract third-party video game developers and consumers because of the announcement of the Sega Saturn's simultaneous release in Japan. Sega's efforts to rush the 32X to market cut into available time for game development, resulting in a weak library of forty titles that could not fully use the add-on's hardware, including Genesis ports. By the end of 1994, the 32X had sold 665,000 units. After price reductions in 1995, it was discontinued in 1996 as Sega turned its focus to the Saturn.


The TurboGrafx-16 Entertainment SuperSystem, known in Japan and France as the PC Engine (PCエンジン Pī Shī Enjin?), is a home video game console jointly developed by Hudson Soft and NEC Home Electronics, released in Japan on October 30, 1987 and in the United States on August 29, 1989. It also had a limited release in the United Kingdom and Spain in 1990, known as simply TurboGrafx and based on the American model, whilst the Japanese model was imported and distributed in France in 1989. It was the first console released in the 16-bit era, albeit still utilizing an 8-bit CPU. Originally intended to compete with the Nintendo Entertainment System (NES), it ended up competing with the Sega Genesis, and later on the Super Nintendo Entertainment System (SNES).


The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of just 14 cm×14 cm×3.8 cm (5.5 in×5.5 in×1.5 in), the Japanese PC Engine is the smallest major home game console ever made.[3][4] Games were stored on a HuCard cartridge, or in CD-ROM optical format with the TurboGrafx-CD add-on.


The TurboGrafx-16 failed to break into the North American market and sold poorly, which has been blamed on inferior marketing.[5] However in Japan the PC Engine was very successful, where it gained strong third-party support and outsold the Famicom at its 1987 debut, eventually becoming the Super Famicom's main rival.[6] Lots of revisions - at least 17 distinct models - were made, such as portable versions and a CD-ROM add-on.[7] A short lived successor, PC Engine SuperGrafx, failed to break through and was quickly discontinued. The entire series was succeeded by the PC-FX in 1994, only released in Japan.


Bartle did research on player personality types in virtual worlds. In Bartle's analysis, players of virtual worlds can be divided into four types: achievers, explorers, socializers and killers.[4] This idea has been adapted into an online test generally referred to as the Bartle Test,[5] which is quite popular, with scores often exchanged on massively multiplayer online games forums and networking sites.[6]

Jon Radoff has proposed a new four-quadrant model of player motivations that has a goal of combining simplicity along with the major motivational elements that apply to all games (multiplayer or otherwise).[16]


The Bartle taxonomy of player types is a classification of video game players (gamers) based on a 1996 paper by Richard Bartle[1] according to their preferred actions within the game. The classification originally described players of multiplayer online games (including MUDs and MMORPGs), though now it also refers to players of single-player video games.


The taxonomy is based on a character theory. This character theory consists of four characters: Achievers, Explorers, Socializers, and Killers. These are imagined according to a quadrant model where the X axis represents preference for interacting with other players vs. exploring the world and the Y axis represents preference for interaction vs. unilateral action.[2]


The salinity field defines oceans, mangroves or alluvial plains. Names are generated for the biomes and rivers.[10] The names depend on the area's good/evil variable (the alignment) and though in English, they are originally in one of the four in-game languages of dwarves, elves, humans and goblins; these are the four main races in any generated world.[11]


There are four basic seasons in an in-game year: spring, summer, autumn and winter.[19][22]


The 4 Legendary Ships in Assassin's Creed 4: Black Flag are located on the four corners of the map, and are extremely hard to destroy, although beating them means a reward of 20,000R per battle. Upgrading your ship to have at least elite armor, side cannons and rams are probably the most important for survival.


The player takes the role of Ein, a Grim Angel, who must battle against demons as well as antagonistic Grim Angels to seal away the four fountainheads of evil known as the Accursed. He is accompanied by four heroines—Fia, Lina, Serene and Cierra—as well as his cat-like familiar Rose. Riviera also contains dating sim elements, as the hero can achieve multiple endings with the supporting characters through decisions made throughout the game.


Only sixteen items can be held at any time, and there are no methods of storage. The player may only bring four of those sixteen items into battle for all three characters to use. However, for every item, each character has a different attack; where, with a staff, Cierra might do great damage with a magical attack, Fia would heal an ally.




I've heard Brian talk about all types of topics in Limited, but the one that has stuck out the most is the Quadrant Theory. I teased this in an article a while ago, and today I am going to teach you my version of the Quadrant Theory.


Four Buckets


Quadrant Theory is a way to view new cards in order to help you come to a conclusion. It's a card-evaluation technique, and it puts cards on an interesting axis that you may not have considered before.


The first thing to understand is that in Limited, board state is queen: 99% percent of games in Limited will be decided by board state. There are essentially zero strategies in Limited where you can ignore the board. In Constructed, there are decks that can simply "goldfish"(play your deck, ignoring your opponent's actions) their way to victory.


Limited games are won by creatures. You need more creatures than your opponent, or bigger ones, or more evasive ones. Or removal to mitigate your opponent's board state, thereby improving your own.


If board state is the most important thing to consider for Limited, then let's break down the most common board states into four handy quadrants:


Opening or Developing. Both players are playing cards from their opening hands, and establishing themselves as the aggressor or the control player. This is the early part of the game, and one that is critical to how the rest of the game will play out.

Parity. Both players have played most or all of the spells from their hands, but neither has been able to establish a dominating board position. It's a stalemate, with the top of the deck providing the only fuel available to both players.

Winning. You have two big flying creatures attacking in the air while your walls gum up the ground, for example. If nothing changes, you win the game in three turns. This is one possible winning board state.

Losing. See Winning, but the opposite. You are being beaten down by some threats you can't handle, and you need an answer fast.

Castle Crashers is a video game on the Xbox 360, PlayStation 3, and PC (Microsoft Windows and OS X) about knights and princesses. The four main characters each represent and use different elements.


The Red Knight represents Lightning. The Blue Knight represents Ice. The Green Knight represents Poison. The Orange Knight represents Fire.

In Jennifer Estep's Elemental Assassin series, the four "primary elements" are Air, Fire, Ice, and Stone. To be considered a true elemental, one must be able to manipulate one of these substances. Despite this,there are other, rarer elements derived from the primary four: Metal (derived from Stone), Electricity (derived from Air), Water (derived from Ice), and Acid (derived from Fire). The rarest elemental of all, however, is one who is gifted in multiple elements, like series protagonist Gin Blanco (Stone and Ice).

In Heroes of Might and Magic III, magic spells and skills were divided into schools of magic with each school corresponding to a classical element. Representative spells include

Implosion, Meteor Shower and Slow from the school of Earth Magic

Armageddon, Inferno and Curse from the school of Fire Magic

Frost Ring, Clone and Heal from the school of Water Magic

Chain Lightning, Counter Strike and Haste from the school of Air Magic

Progression in proficiency (Basic -> Advanced -> Expert) in magic skill increases some aspect of the spells cast in the corresponding school of magic (e.g. higher damage, increased effect, longer duration, lower mana cost etc.).


The four playable characters (left to right): Blue Toad, Yellow Toad, Luigi, and Mario.

Using the simple geometric shapes of a green triangle, a red circle, a blue cross, and a pink square (Triangle, Circle, Cross, Square) to label its action buttons rather than traditionally used letters or numbers, the PlayStation Controller established a trademark which would be incorporated heavily into the PlayStation brand. In an interview with Teiyu Goto, designer of the original PlayStation Controller, he explained what the symbols mean: The circle and cross represent "yes" and "no," respectively; the triangle symbolizes a point of view and the square is equated to a sheet of paper there to be used to access menus.[3]


The standard SNES controller adds two additional face buttons (X and Y) to the design of the NES iteration, arranging the four in a diamond shape, and also introduces two shoulder buttons. It features an ergonomic design by Lance Barr, later used for the NES-102 model controllers, also designed by Barr.[58][59] The Japanese and PAL region versions incorporate the colors of the four action buttons into the system's logo. The North American version's buttons are colored to match the redesigned console; the X and Y buttons are lavender with concave faces, and the A and B buttons are purple with convex faces. Several later consoles derive elements of their controller design from the SNES, including the PlayStation, Dreamcast, Xbox, and Wii Classic Controller.[69][70][71]


The four color Super Famicom mark (left) is part of the Super NES logo in the PAL region. The colors correspond to those of the ABXY buttons of the control pad in those regions. A different logo was used for the North American version (right), consisting of a striped background outlining four oval shapes.


As part of the overall plan for the SNES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console (just like the MMC chips used for most NES games). This is most often characterized by 16 additional pins on the cartridge card edge.[80]


The Super FX is a RISC CPU designed to perform functions that the main CPU could not feasibly do. The chip was primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip could also be used to enhance 2D games.[81]


The Nintendo fixed-point digital signal processor (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.[82] Four revisions of the chip exist, each physically identical but with different microcode. The DSP-1 version, including the later 1A and 1B bug fix revisions, is used most often; the DSP-2, DSP-3, and DSP-4 are used in only one title each.[83]


The Dreamcast controller includes both an analog stick and a digital pad, four action buttons, and two analog triggers. The system has four ports for controller inputs, although it was bundled with only one controller.[139] The design of the Dreamcast's controller, described by the staff of Edge as "an ugly evolution of Saturn's 3D controller,"[146] was called "[not] that great" by's Sam Kennedy[132] and "lame" by Game Informer's Andy McNamara.[147] The staff of IGN wrote that "unlike most controllers, Sega's pad forces the user's hands into an uncomfortable parallel position."[148] In contrast to the Sega CD and Sega Saturn, which included internal backup memory,[149] the Dreamcast uses a 128 kbyte memory card[150] called the VMU (or "Visual Memory Unit") for data storage.[36] The VMU features a small LCD screen, audio output from a one-channel PWM sound source,[151] non-volatile memory, a directional pad, and four buttons


Gamepads generally feature a set of buttons handled with the right thumb and a direction controller handled with the left. The direction controller has traditionally been a four-way digital cross (also named a joypad, or alternatively a d-pad, and never called arrow keys), but most modern controllers additionally (or as a substitute) feature one or more analog sticks.


In mid-1990, Nakayama hired Tom Kalinske to replace Katz as CEO of Sega of America. Although Kalinske initially knew little about the video game market, he surrounded himself with industry-savvy advisors. A believer in the razor and blades business model, he developed a four-point plan: cut the price of the console, create a U.S.-based team to develop games targeted at the American market, continue and expand the aggressive advertising campaigns, and replace the bundled game Altered Beast with a new title, Sonic the Hedgehog.[33] The Japanese board of directors initially disapproved of the plan,[34] but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it."[18] Magazines praised Sonic as one of the greatest games yet made, and Sega's console finally took off as customers who had been waiting for the release of the international version of Nintendo's Super Famicom— the Super Nintendo Entertainment System or SNES—decided to purchase a Genesis instead.[33] Nintendo's console debuted against an established competitor, while NEC's TurboGrafx-16 failed to gain traction, and NEC soon pulled out of the market.[35] In large part due to the popularity of Sonic the Hedgehog, the Sega Genesis outsold the SNES in the United States nearly two to one during the 1991 holiday season. This success led to Sega having control of 65% of the 16-bit console market in January 1992, making it the first time Nintendo was not the console leader since December 1985.[36]


The Classic Controller is plugged into the Wii Remote in order to be used. It features two analog sticks, a D-pad, face buttons labeled "a", "b", "x" and "y", similar to that of a standard SNES controller. Analog shoulder buttons labeled "L" and "R", and two digital "Z" buttons (labeled "ZL" and "ZR") are located more closely to the center axis on their respective sides. It also has a set of "–", "Home" and "+" buttons like those on the Wii Remote, with the "–" and "+" buttons additionally labeled "Select" and "Start", respectively. The body of the Classic Controller measures 6.57 cm (2.59 in) tall, 13.57 cm (5.34 in) wide, and 2.6 cm (1.0 in) thick.[10] 
Barber, Tyler (December 22, 2009). "Capcom Delays Four Big Games". GameSpy. Retrieved December 24, 2009.


Various elements return from previous games, including Fox's teammates, Falco, Peppy, and Slippy, who can assist the player if they protect them from enemy attacks, as well as Star Wolf team rivals Wolf O'Donnell, Leon Powalski, Pigma Dengar, and Andrew Oikonny. Several level locations have also returned, including Corneria, Zoness, and Titania, while two new locations, Sector Alpha and Area 3, have been added. Gameplay footage suggests that the snowy planet Fichina (known as Fortuna in Star Fox 64), the asteroid belt Meteo, and the missile-wrought Sector Z may also appear, while a mystical Fortuna returns completely revamped from Star Fox: Assault. Players can scan the Fox and Falco Amiibo figurines to unlock the Retro Arwing, which is based on the model used in the original Star Fox game, and the Black Arwing, which sports a black and red color scheme, is stronger and faster but takes more damage, respectively.[11]

FOUR MEMBERS OF STAR FOX TEAM (I think star fox was ranked fourth most popular game of all time nintendo or something Zelda was first and Zelda is all quadrant model)

"Lombardi" is the only surname for the original Star Fox team that Dylan Culbert of Q-Games did not come up with. Instead, it came from 2D artist and scenario designer Takaya Imamura.[3] He has been referred to as both a falcon and a pheasant by Nintendo.[4][5] While the character's first name, "Falco," is the genus for raptors that includes falcons, caracaras and kestrels, Falco's surname in the Japanese versions, "Rambaldi", was taken from Carlo Rambaldi, an Italian special effects artist who worked on films such as Close Encounters of the Third Kind and E.T. the Extra-Terrestrial.[6] The original four members of the Star Fox Team are based on the team for the first game. Falco in particular is based on the model designer, Watanabe.[3] During the events of Star Fox 64, Falco is 19 years old.[7]


The game has two types of single-player gameplay including a strategic map and battle mode.[5] The overworld-like map mode is where the player takes command of several ships. The mode is used to get ships into the battle mode and is essentially a simple turn-based strategy game. Up to four ships can be maneuvered at a time. The object of the mode is to prevent the enemy ones from reaching the Great Fox.[5] It also allows players to fire missiles from the Great Fox that they have picked up from exploring in this mode, or from meeting certain conditions in the battle mode (usually destroying all enemies). When a craft that is controlled by the player encounters an enemy group or missile in this mode, the gameplay switches to the battle mode.[5]


The name "Slippy" in his name is a colloquial name to "Slippery" that was chose by Dylan Cuthbert in order to represent his "clumsy nature".[1] The original four members of the Star Fox Team are based on the staff for the first game. Slippy in particular is based on the assistant director, Yamada.[2]


In Star Fox Adventures, a Nintendo GameCube game set eight years after Star Fox 64, Fox McCloud is hired to stop Dinosaur Planet breaking apart. Fox rescues Prince Tricky, a young dinosaur of the EarthWalker tribe, from the Sharpclaw tribe. The villain of the game, General Scales, plans to conquer the planet piece by piece. The two find four Spell Stones, magical objects that hold the planet together, returning them to their rightful positions, and free Krystal, an imprisoned vixen, in which Fox and Krystal fall in love with a result in Krystal joining the team at the end of the game. Fox then defeats a resurrected Andross, who was the real villain behind the troubles on Dinosaur Planet. McCloud then returns to the Great Fox, and General Pepper pays him for saving the planet. Falco Lombardi, who had been absent for the majority of the game, is reunited with the team.[21]


The game features the Star Fox team members, including Fox McCloud, Falco Lombardi and Krystal, while Peppy Hare and ROB stay at the Great Fox to observe missions. It also features the return of the Star Wolf team, including Wolf O'Donnell, Leon Powalski and Panther Caroso (the new member), with Pigma Dengar and Andrew Oikonny not siding with the team. Slippy Toad's father, Beltino is the scientist. The Aparoids are villainous insect-like creatures. They are capable of infecting machines and life forms, and transforming themselves into Aparoidedation. The large ones have a core memory containing information on contacting their planet. They are led by the Aparoid Queen (Aparoid Mother in the Japanese version), who believes that all things in the universe exist for the infestation, and that becoming one of them does not, but rather a form of evolution. All Aparoids are controlled by the Queen, until Fox destroys her.


Star Fox 64 features multiplayer support for up to four players simultaneously.[6] At first users can only play using the Arwing spaceship, but by earning certain medals in Story Mode, players can unlock the Landmaster tank, as well as the option to fight on foot as one of the four members of Star Fox equipped with a bazooka. Multiplayer is the only place where players can use a Landmaster with upgraded lasers.





The Landmaster in-game

The Arwing is the primary craft used by the Star Fox team. The Arwing can use its boost meter to perform four special moves to avoid collisions and get the drop on pursuers: boost, brake, the U-turn, and the aforementioned somersault.


The primary analog stick is on the left, with the D-pad below it. The four face buttons are on the right of the controller (a large green "A" button in the center, a smaller red "B" button to its bottom left and two kidney-shaped buttons; "X" to the right and a "Y" to the top) with a yellow "C" stick below those. A Start/Pause button is located in the middle of the controller. On the "shoulders" of the controller there are two analog triggers marked "L" and "R," as well as one digital button marked "Z" which sits above the "R" trigger. The "L" and "R" triggers feature both analog and digital capabilities. Each of these behaves as a typical analog trigger until fully depressed, at which point the button "clicks" to register an additional digital signal. This method effectively serves to provide two functions per button without actually adding two separate physical buttons.