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Games in Knowledge Base Starting With 'A'

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A Boy and His Blob cover art

A Boy and His Blob (2009)

Publisher: WayForward Technologies

Genre: Platform, Puzzles

Wii

A Boy and His Blob has a very minimalist story, and most of the game's back story is presented in the instruction manual.
The planet Blobolonia is threatened by an evil emperor, and the titular "blob" flees to Earth seeking help. Finding the eponymous "boy", he and the blob team up in order to dethrone the evil emperor.
The game's director, Sean Velasco, remarked that the game's simplicity allowed them to create a "very heartwarming... and friendly game" and to really highlight a "major component of the game, which is the friendship between the boy and blob." Marc Gomez, the game's art director, explained that "everything is about subtlety. There will be hints here and there letting you in on what is taking place. The story will develop as much as the player wants to venture in the details."
A Boy and His Blob is a 2D puzzle platformer. The protagonist feeds the blob jelly beans in order to transform him into one of fifteen different objects that can be used to solve puzzles and defeat enemies.
The game has pre-set stages surrounding a central hub. In addition, every 10 stages concludes the current hub with a boss battle. The game consists of 80 stages; 40 standard levels and 40 hidden challenge levels unlocked by collecting three chests hidden within a standard level. The 40 standard levels consist of an average of ten hours of gameplay. The protagonist has access to an unlimited amount of jelly beans, however the type availability is pre-set at the beginning of each level. Completing challenge levels unlocks bonus developer material such as concept art and story boards.
A Boy and His Blob does not take advantage of the Wii Remote's motion detection or IR controls, and controls are accomplished through either a combination of the Wii Remote and nunchuk accessory or by use of the Wii Classic Controller. Many reviewers have noted the "hug" button, which serves no in-game purpose except to hug the blob companion.
WayForward's director Sean Velasco, a fan of the original NES title, felt the series "had a ton of potential" and was "a title whose time had come to be re-imagined." He felt the title would be a natural fit for WayForward's signature proprietary animation and 2D visuals. The rights to the series originally belonged to Absolute Entertainment, however Majesco Games was able to acquire the rights after Absolute went bankrupt in 1995. WayForward, having already a positive working relationship with Majesco, pitched the the "idea of (creating) a very heartwarming Boy and Blob, and having a very friendly game" that both improved upon the usability of the original title and featured 2D hand-drawn animation "reminiscent of animated movies from the 80s."

A Bug's Life cover art

A Bug's Life

Publisher: Psygnosis, Disney Interactive, Traveller's Tales, Tiertex Design Studios

Genre: Platform

PC

A Bug’s Life is a comic action game with different goals in each of 15 levels. Most of the goals deal with getting the main character, Flik to do events that match the storyline of the movie. When the player finishes a level, that player can proceed to the next level. Each new level starts with a new short animation from the movie. If the player collects all of the bonus items in a level, that player gets a bonus movie. Bonus items include 50 pieces of grain, four letters that spell F-L-I-K and permanently finishing off each enemy bug. To guide the player through the levels there are little floating telescopes that will show the player areas where he is supposed to go.
Throughout each level are a variety of types of seeds. Some seeds are partially buried in the ground. These seeds can be transformed by Flik into a specific kind of plant that can help him solve problems within the levels. Some levels also included Flik’s harvesting invention (hidden somewhere in the level) which can be used to collect grain and kill off enemy bugs.
Several bosses are encountered during the game:

A Bug's Life cover art

A Bug's Life

Publisher: Psygnosis, Disney Interactive, Traveller's Tales, Tiertex Design Studios

Genre: Platform

PlayStation

A Bug’s Life is a comic action game with different goals in each of 15 levels. Most of the goals deal with getting the main character, Flik to do events that match the storyline of the movie. When the player finishes a level, that player can proceed to the next level. Each new level starts with a new short animation from the movie. If the player collects all of the bonus items in a level, that player gets a bonus movie. Bonus items include 50 pieces of grain, four letters that spell F-L-I-K and permanently finishing off each enemy bug. To guide the player through the levels there are little floating telescopes that will show the player areas where he is supposed to go.
Throughout each level are a variety of types of seeds. Some seeds are partially buried in the ground. These seeds can be transformed by Flik into a specific kind of plant that can help him solve problems within the levels. Some levels also included Flik’s harvesting invention (hidden somewhere in the level) which can be used to collect grain and kill off enemy bugs.
Several bosses are encountered during the game:

A Bug's Life cover art

A Bug's Life

Publisher: Psygnosis, Disney Interactive, Traveller's Tales, Tiertex Design Studios

Genre: Platform

Nintendo 64

A Bug’s Life is a comic action game with different goals in each of 15 levels. Most of the goals deal with getting the main character, Flik to do events that match the storyline of the movie. When the player finishes a level, that player can proceed to the next level. Each new level starts with a new short animation from the movie. If the player collects all of the bonus items in a level, that player gets a bonus movie. Bonus items include 50 pieces of grain, four letters that spell F-L-I-K and permanently finishing off each enemy bug. To guide the player through the levels there are little floating telescopes that will show the player areas where he is supposed to go.
Throughout each level are a variety of types of seeds. Some seeds are partially buried in the ground. These seeds can be transformed by Flik into a specific kind of plant that can help him solve problems within the levels. Some levels also included Flik’s harvesting invention (hidden somewhere in the level) which can be used to collect grain and kill off enemy bugs.
Several bosses are encountered during the game:

A Bug's Life cover art

A Bug's Life

Publisher: Psygnosis, Disney Interactive, Traveller's Tales, Tiertex Design Studios

Genre: Platform

Game Boy Color

A Bug’s Life is a comic action game with different goals in each of 15 levels. Most of the goals deal with getting the main character, Flik to do events that match the storyline of the movie. When the player finishes a level, that player can proceed to the next level. Each new level starts with a new short animation from the movie. If the player collects all of the bonus items in a level, that player gets a bonus movie. Bonus items include 50 pieces of grain, four letters that spell F-L-I-K and permanently finishing off each enemy bug. To guide the player through the levels there are little floating telescopes that will show the player areas where he is supposed to go.
Throughout each level are a variety of types of seeds. Some seeds are partially buried in the ground. These seeds can be transformed by Flik into a specific kind of plant that can help him solve problems within the levels. Some levels also included Flik’s harvesting invention (hidden somewhere in the level) which can be used to collect grain and kill off enemy bugs.
Several bosses are encountered during the game:

A Fairy Tale cover art

A Fairy Tale (2009)

Publisher: Reflexive Entertainment

Genre:

Mac OS

A Fairy Tale is a game that was released by Reflexive Entertainment. The game is a matching game that is similar to the popular match-3 video games, but is unique in its game play. The game follows the adventures of three young fairies journeying through the forest as they attempt to save their village from an evil menace. The game also features a running comedic story with tongue-in-cheek storyboards.

A Fairy Tale cover art

A Fairy Tale (2009)

Publisher: Reflexive Entertainment

Genre:

PC

A Fairy Tale is a game that was released by Reflexive Entertainment. The game is a matching game that is similar to the popular match-3 video games, but is unique in its game play. The game follows the adventures of three young fairies journeying through the forest as they attempt to save their village from an evil menace. The game also features a running comedic story with tongue-in-cheek storyboards.

A Fork in the Tale cover art

A Fork in the Tale (1997)

Publisher: Advance Reality Interactive

Genre: Adventure

PC

A Fork in the Tale is a full motion video (FMV) adventure game developed by Advance Reality Interactive and published by Any River Entertainment on February 28, 1997.

A Kingdom for Keflings cover art

A Kingdom for Keflings

Publisher: NinjaBee

Genre:

Xbox 360

In the game, the player takes on a role of a giant in the land of the Keflings. Keflings are a small race of human-like creatures; similar to elves, half-lings, or gnomes. It becomes the job of the player to aid the Keflings in creating their kingdom. This is accomplished by building various structures, collecting resources, and managing the work of the Keflings. The Keflings will aid the player in gathering resources (wood, wool, magic crystals, and stone) and transporting them to various buildings for use in producing other buildings. Some buildings convert the resources into other products for use in building more complex structures.
The main goal of the game is to complete the castle, thereby producing a King or Queen of the Keflings. The game, however, does not stop, and appears to officially never end, allowing the player to continue building more structures and gather more resources.
There are four characters available for use in the game, all having slightly different starting statistics. As a fifth option, the player may also use their NXE Avatar as the playable character.
The multiplayer mode is exactly the same as the single player mode, except that up to four players may be in the game at one time. The gameplay is drop-in/drop-out format, allowing many players to be a part of one kingdom. While visiting an on-line game, players may build Banner Towers that display their gamerpic for all players who visit that game to view.
If hosting a game, the host has the option to kick any other player that has joined the game. When a player is kicked, they remain online and in the same Kingdom, however, they become the host, are the only player until others join, and have the option to save the Kingdom to their memory unit for later play. Only the host may save the online game.
The game feature a set of 5 different songs that play dynamically according to the current season and the state of the village. They form a set of joyful and relaxing songs, said to be quite catchy and adding a lot of appeal to the game.
To the request of fans, the developer has made the songs available for download.

A Kingdom for Keflings cover art

A Kingdom for Keflings

Publisher: NinjaBee

Genre:

Xbox

In the game, the player takes on a role of a giant in the land of the Keflings. Keflings are a small race of human-like creatures; similar to elves, half-lings, or gnomes. It becomes the job of the player to aid the Keflings in creating their kingdom. This is accomplished by building various structures, collecting resources, and managing the work of the Keflings. The Keflings will aid the player in gathering resources (wood, wool, magic crystals, and stone) and transporting them to various buildings for use in producing other buildings. Some buildings convert the resources into other products for use in building more complex structures.
The main goal of the game is to complete the castle, thereby producing a King or Queen of the Keflings. The game, however, does not stop, and appears to officially never end, allowing the player to continue building more structures and gather more resources.
There are four characters available for use in the game, all having slightly different starting statistics. As a fifth option, the player may also use their NXE Avatar as the playable character.
The multiplayer mode is exactly the same as the single player mode, except that up to four players may be in the game at one time. The gameplay is drop-in/drop-out format, allowing many players to be a part of one kingdom. While visiting an on-line game, players may build Banner Towers that display their gamerpic for all players who visit that game to view.
If hosting a game, the host has the option to kick any other player that has joined the game. When a player is kicked, they remain online and in the same Kingdom, however, they become the host, are the only player until others join, and have the option to save the Kingdom to their memory unit for later play. Only the host may save the online game.
The game feature a set of 5 different songs that play dynamically according to the current season and the state of the village. They form a set of joyful and relaxing songs, said to be quite catchy and adding a lot of appeal to the game.
To the request of fans, the developer has made the songs available for download.

A Kingdom for Keflings cover art

A Kingdom for Keflings

Publisher: NinjaBee

Genre:

PC

In the game, the player takes on a role of a giant in the land of the Keflings. Keflings are a small race of human-like creatures; similar to elves, half-lings, or gnomes. It becomes the job of the player to aid the Keflings in creating their kingdom. This is accomplished by building various structures, collecting resources, and managing the work of the Keflings. The Keflings will aid the player in gathering resources (wood, wool, magic crystals, and stone) and transporting them to various buildings for use in producing other buildings. Some buildings convert the resources into other products for use in building more complex structures.
The main goal of the game is to complete the castle, thereby producing a King or Queen of the Keflings. The game, however, does not stop, and appears to officially never end, allowing the player to continue building more structures and gather more resources.
There are four characters available for use in the game, all having slightly different starting statistics. As a fifth option, the player may also use their NXE Avatar as the playable character.
The multiplayer mode is exactly the same as the single player mode, except that up to four players may be in the game at one time. The gameplay is drop-in/drop-out format, allowing many players to be a part of one kingdom. While visiting an on-line game, players may build Banner Towers that display their gamerpic for all players who visit that game to view.
If hosting a game, the host has the option to kick any other player that has joined the game. When a player is kicked, they remain online and in the same Kingdom, however, they become the host, are the only player until others join, and have the option to save the Kingdom to their memory unit for later play. Only the host may save the online game.
The game feature a set of 5 different songs that play dynamically according to the current season and the state of the village. They form a set of joyful and relaxing songs, said to be quite catchy and adding a lot of appeal to the game.
To the request of fans, the developer has made the songs available for download.

A Kingdom for Keflings cover art

A Kingdom for Keflings (2008)

Publisher: NinjaBee

Genre: Simulation, Strategy

Xbox 360

Place your customized Xbox LIVE Avatar in the medieval world of A Kingdom for Keflings, a new city-building game from NinjaBee. Play as your Avatar or choose from other friendly giants as you teach the local Keflings how to collect and convert resources to customize your kingdom. Educate and train your Keflings to become workers, scholars, even Mayor of the city! Build your kingdom alone or cooperatively with up to three of your friends online. The more you build, the more buildings you unlock and the more Keflings you attract, so start building today!

A Mind Forever Voyaging cover art

A Mind Forever Voyaging

Genre:

Amiga

The player controls PRISM, the world's first sentient computer, in the year 2031. The economy of the United States of North America (USNA) is failing. Great numbers of youths are turning to "Joybooths" (a device which directly stimulates the sensory input of the brain) and committing suicide by overstimulation. A new arms race involving nuclear weapons no larger than the size of a common pack of cigarettes threatens to turn the USNA into a police state. Unaware that it is a sophisticated computer, PRISM has been living for 11 years (in real-time, 20 years within the simulation) as an ordinary human, "Perry Simm." Dr. Abraham Perelman, PRISM's "father", informs Perry of his true nature and gently brings him from simulation mode into reality. Perelman explains that he has awakened PRISM so a vital mission can be performed: running a simulation of a revitalization plan (dubbed the Plan for Renewed National Purpose), sponsored by Senator Richard Ryder. The plan calls for "renewed national purpose" through de-regulation of government and industry, military conscription, a unilateral approach to diplomatic relations, and a return to traditional and fundamental values.
Note: The following description is based on the player making the correct choices and successfully completing the game.
While in simulation mode, Perry is able to record experiences in a buffer which will be analyzed to evaluate the success of the plan. If Perry "dies" in the simulation, it is not catastrophic; the simulation can simply be reset and reentered. The simulation initially focuses on the fictional small town of Rockvil, South Dakota, 10 years after the plan has been implemented. Given a list of public, civil, and private areas to record for evaluation, Perry enters the simulation to find a revitalized Rockvil in 2041. The government is more efficient, the economy has improved, food is plentiful, and his simulated wife (Jill) and son (Mitchell) are hopeful for the future. When the recordings are brought back and evaluated, the plan is deemed viable and preparations to implement it are begun.
Perelman, however, feels uneasy recommending such a sweeping plan based on relatively little data. He is also distrustful of the plan. (When PRISM asks Perelman about himself, Perelman mentions that politically, he has "always been pretty liberal...." Conservative elements are considered to be the plan's strongest supporters based on statistical sampling, although the plan has the support of a majority of both liberals and conservatives.) In a passing comment to PRISM, Perelman notes that further simulation might allow more in-depth evaluation of the long-term effects of the plan. With nothing further to do, PRISM enters sleep mode; he has no physical body that requires rest, but since his mind is based on that of a human, sleep is necessary for his mental well-being.

A Mind Forever Voyaging cover art

A Mind Forever Voyaging

Genre:

Mac OS

The player controls PRISM, the world's first sentient computer, in the year 2031. The economy of the United States of North America (USNA) is failing. Great numbers of youths are turning to "Joybooths" (a device which directly stimulates the sensory input of the brain) and committing suicide by overstimulation. A new arms race involving nuclear weapons no larger than the size of a common pack of cigarettes threatens to turn the USNA into a police state. Unaware that it is a sophisticated computer, PRISM has been living for 11 years (in real-time, 20 years within the simulation) as an ordinary human, "Perry Simm." Dr. Abraham Perelman, PRISM's "father", informs Perry of his true nature and gently brings him from simulation mode into reality. Perelman explains that he has awakened PRISM so a vital mission can be performed: running a simulation of a revitalization plan (dubbed the Plan for Renewed National Purpose), sponsored by Senator Richard Ryder. The plan calls for "renewed national purpose" through de-regulation of government and industry, military conscription, a unilateral approach to diplomatic relations, and a return to traditional and fundamental values.
Note: The following description is based on the player making the correct choices and successfully completing the game.
While in simulation mode, Perry is able to record experiences in a buffer which will be analyzed to evaluate the success of the plan. If Perry "dies" in the simulation, it is not catastrophic; the simulation can simply be reset and reentered. The simulation initially focuses on the fictional small town of Rockvil, South Dakota, 10 years after the plan has been implemented. Given a list of public, civil, and private areas to record for evaluation, Perry enters the simulation to find a revitalized Rockvil in 2041. The government is more efficient, the economy has improved, food is plentiful, and his simulated wife (Jill) and son (Mitchell) are hopeful for the future. When the recordings are brought back and evaluated, the plan is deemed viable and preparations to implement it are begun.
Perelman, however, feels uneasy recommending such a sweeping plan based on relatively little data. He is also distrustful of the plan. (When PRISM asks Perelman about himself, Perelman mentions that politically, he has "always been pretty liberal...." Conservative elements are considered to be the plan's strongest supporters based on statistical sampling, although the plan has the support of a majority of both liberals and conservatives.) In a passing comment to PRISM, Perelman notes that further simulation might allow more in-depth evaluation of the long-term effects of the plan. With nothing further to do, PRISM enters sleep mode; he has no physical body that requires rest, but since his mind is based on that of a human, sleep is necessary for his mental well-being.

A Mind Forever Voyaging cover art

A Mind Forever Voyaging

Genre:

Atari

The player controls PRISM, the world's first sentient computer, in the year 2031. The economy of the United States of North America (USNA) is failing. Great numbers of youths are turning to "Joybooths" (a device which directly stimulates the sensory input of the brain) and committing suicide by overstimulation. A new arms race involving nuclear weapons no larger than the size of a common pack of cigarettes threatens to turn the USNA into a police state. Unaware that it is a sophisticated computer, PRISM has been living for 11 years (in real-time, 20 years within the simulation) as an ordinary human, "Perry Simm." Dr. Abraham Perelman, PRISM's "father", informs Perry of his true nature and gently brings him from simulation mode into reality. Perelman explains that he has awakened PRISM so a vital mission can be performed: running a simulation of a revitalization plan (dubbed the Plan for Renewed National Purpose), sponsored by Senator Richard Ryder. The plan calls for "renewed national purpose" through de-regulation of government and industry, military conscription, a unilateral approach to diplomatic relations, and a return to traditional and fundamental values.
Note: The following description is based on the player making the correct choices and successfully completing the game.
While in simulation mode, Perry is able to record experiences in a buffer which will be analyzed to evaluate the success of the plan. If Perry "dies" in the simulation, it is not catastrophic; the simulation can simply be reset and reentered. The simulation initially focuses on the fictional small town of Rockvil, South Dakota, 10 years after the plan has been implemented. Given a list of public, civil, and private areas to record for evaluation, Perry enters the simulation to find a revitalized Rockvil in 2041. The government is more efficient, the economy has improved, food is plentiful, and his simulated wife (Jill) and son (Mitchell) are hopeful for the future. When the recordings are brought back and evaluated, the plan is deemed viable and preparations to implement it are begun.
Perelman, however, feels uneasy recommending such a sweeping plan based on relatively little data. He is also distrustful of the plan. (When PRISM asks Perelman about himself, Perelman mentions that politically, he has "always been pretty liberal...." Conservative elements are considered to be the plan's strongest supporters based on statistical sampling, although the plan has the support of a majority of both liberals and conservatives.) In a passing comment to PRISM, Perelman notes that further simulation might allow more in-depth evaluation of the long-term effects of the plan. With nothing further to do, PRISM enters sleep mode; he has no physical body that requires rest, but since his mind is based on that of a human, sleep is necessary for his mental well-being.

A Prehistoric Tale cover art

A Prehistoric Tale (1990)

Publisher: The Lost Boys

Genre: Platform

Amiga

A Prehistoric Tale is a 1990 computer game for the Amiga and Atari ST. The game has both puzzle and platformer elements to it. It is said to be inspired by the Commodore 64 game Dino Eggs. The game is particularly notable for its title music, an original and much lauded composition by Jochen Hippel.

A Prehistoric Tale cover art

A Prehistoric Tale (1990)

Publisher: The Lost Boys

Genre: Platform

Atari

A Prehistoric Tale is a 1990 computer game for the Amiga and Atari ST. The game has both puzzle and platformer elements to it. It is said to be inspired by the Commodore 64 game Dino Eggs. The game is particularly notable for its title music, an original and much lauded composition by Jochen Hippel.

A Question of Sport cover art

A Question of Sport

Publisher: Elite Systems

Genre: Sports

Amiga

A Question of Sport is a 1988 computer game based on the BBC game show of the same name. As in the show, the player has to answer questions about sports.

A Question of Sport cover art

A Question of Sport

Publisher: Elite Systems

Genre: Sports

Atari

A Question of Sport is a 1988 computer game based on the BBC game show of the same name. As in the show, the player has to answer questions about sports.

A Question of Sport cover art

A Question of Sport

Publisher: Elite Systems

Genre: Sports

Commodore 64

A Question of Sport is a 1988 computer game based on the BBC game show of the same name. As in the show, the player has to answer questions about sports.

A Second Face cover art

A Second Face (2008)

Genre:

PC

The story is set on a tide locked planet. The sun-facing side is inhabited by the Strefis, the illuminated ones, while the dark side is populated by the Ugeltz, the people of night. No Ugeltz has ever seen a Strefis however each civilisation remembers the other, in legends. Ugk, the sovereign of the dark realm, has summoned his two sons Rabokk and Torg to send them on a quest that solves the energy problem of the dark side. The dark society depends on a substance called Margin, that is the only energy source and also the main currency of the realm. This substance is running out, because it can't be harvested any longer. Ugk hopes to find a solution for this problem by looking for the legendary realm of light, which could be a new energy source. He offers his position to the son who will succeed in finding the Realm of Light.
A Second Face was scripted in Adventure Game Studio, with puzzles invented during the scripting process. Le Woltaire improvised much of this, starting with some backgrounds and characters until he got ideas for the plot and puzzles. Then the main cut-scenes were written to model the basic plot structure, and then the game was developed non-linearly. "Drawing, CAD-modelling, dramaturgy and scripting were mixed together which was a good way for me to make things grow together."
Character design began with a charcoal sketch, then coloured with watercolours. These were scanned and reduced in size to make the characters more detailed. Locations were also sketched, then used as a background reference for 3D-CAD models. These were then digitally edited to match the tone and style of the characters. Characters and locations were hand animated with photoediting software, and limited to six frames to make a compromise between economy and fluid motion.
Le Woltaire was influenced by a city map of ancient Babylonia for the design for City of Ugeltz.
The plot develops with cinematic cutscenes and gameplay, controlled with a verb coin interface and an inventory-based action system that follows the tradition of classic point and click games. A characteristic text box makes open dialogues with other game figures possible when a single word is entered.
A Second Face received 15 nominations for the AGS Award 2008. It received a total of three awards for best game 2008, best story 2008, best backgrounds 2008.

A Sound of Thunder cover art

A Sound of Thunder (2004)

Publisher: Mobius Entertainment

Genre: Action, Adventure

Game Boy Advance

This article is about the video game, for the short story and movie, see A Sound of Thunder and A Sound of Thunder (film)

A Tale in the Desert cover art

A Tale in the Desert

Publisher: eGenesis

Genre: Role Playing

PC

A Tale in the Desert (ATITD) is a massively multiplayer online roleplaying game (MMORPG) set in Ancient Egypt, run by the independent company eGenesis. Most notably, the central focus of the game is, unlike most other MMORPGs, society rather than combat: in fact, this game is one of very few in the genre to boast no combat system whatsoever. Instead, the focus of the game is economic development. The initial software download and all new content are free, but there is a monthly fee of US$13.95 to continue playing after 24 hours in-game.

A Tale in the Desert cover art

A Tale in the Desert

Publisher: eGenesis

Genre: Role Playing

Linux

A Tale in the Desert (ATITD) is a massively multiplayer online roleplaying game (MMORPG) set in Ancient Egypt, run by the independent company eGenesis. Most notably, the central focus of the game is, unlike most other MMORPGs, society rather than combat: in fact, this game is one of very few in the genre to boast no combat system whatsoever. Instead, the focus of the game is economic development. The initial software download and all new content are free, but there is a monthly fee of US$13.95 to continue playing after 24 hours in-game.

A Tale in the Desert cover art

A Tale in the Desert

Publisher: eGenesis

Genre: Role Playing

Mac OS

A Tale in the Desert (ATITD) is a massively multiplayer online roleplaying game (MMORPG) set in Ancient Egypt, run by the independent company eGenesis. Most notably, the central focus of the game is, unlike most other MMORPGs, society rather than combat: in fact, this game is one of very few in the genre to boast no combat system whatsoever. Instead, the focus of the game is economic development. The initial software download and all new content are free, but there is a monthly fee of US$13.95 to continue playing after 24 hours in-game.

A Tale of Two Kingdoms cover art

A Tale of Two Kingdoms (2007)

Publisher: Crystal Shard

Genre:

PC

A Tale of Two Kingdoms is a fantasy adventure game. The player takes the role of Maeldun, a mercenary asked to protect the kingdom of Theylinn against the goblins, but is then framed for the murder of the king. It is written with Adventure Game Studio.

A Vampyre Story cover art

A Vampyre Story (2008)

Publisher: Autumn Moon Entertainment

Genre: Adventure

PC

Mona De Lafitte, the game's protagonist, is a young and talented Parisian opera student who becomes the object of obsession for a rather pathetic vampire. As a result, Mona is swiftly kidnapped and taken to his castle in Draxsylvania, where she is turned into an undead vampire. Mona must find a way to return home and fulfill her dream of becoming a famous opera singer, while also dealing with the unfamiliar problems inherent in her new condition. Mona is not alone throughout the adventure however, but is followed by her newly acquired and sarcastic sidekick, Froderick the bat.
The game is divided into two chapters, the first of which will take place in Castle Warg—the home of her kidnapper Shrowdy von Kieffer and his mother the Baroness Vasilia von Kieffer - and the second chapter will largely take place in the town of Vlad's Landing. A Hint is given about the third chapter in the end of the game, that it will center about the castle of Dr. Riga Mortis. Little else is currently known about the third chapter of the game, other than that the player will be allowed to control Mona's companion Froderick during the final chapter, as at certain other points in the game.
A Vampyre Story was created by a number of former LucasArts adventure game developers, and is similar to some of their previous games (such as The Curse of Monkey Island or The Dig) in presentation and style. As such, the game uses a point-and-click interface with a context-sensitive radial cursor, much the same as Monkey Island: upon clicking an interactive item, a graphic menu will appear around the object, displaying the available actions and abilities. As the game progresses, Mona will gradually learn how to use her new supernatural abilities. Consequently, her newfound powers and weaknesses will play a large role in the game's puzzles, requiring Mona to use her abilities to overcome certain challenges and progress through the game.
A Vampyre Story was first announced in the June 2004 issue of The Inventory, an online adventure gaming magazine, as the winner of their "Most-Awaited Adventure Game" award. The game was originally given a tentative release date of Halloween 2006, but the loss of publisher backing in April 2005 left the game in unpaid preproduction for the following year. During this time Bill Tiller, Autumn Moon's founder and creative director, generally worked with no more than one or two other people on staff at any one time. This helped to reduce the cost of production while the project was still unfunded. In early July 2006 however, Autumn Moon announced that they had finally acquired a new publisher for A Vampyre Story, the Hamburg-based Crimson Cow, and that full production on the game would begin shortly thereafter, stating an expected 2007 release. In September 2007 however, the first trailer for A Vampyre Story was released, specifying a new date of early 2008. While Autumn Moon has mentioned their interest in the Nintendo DS and Wii as potential release platforms, no official announcements have yet been made.
The A Vampyre Story Original Soundtrack was composed and produced by Pedro Macedo Camacho, featuring soprano vocals by Carla Isabel Moniz and violin solos by Carlos Freitas. The soundtrack was released as an extra to the collector's edition of the game. According to an article in Develop Magazine, and an interview in The Pumpkin Post, John Williams’ work on the Harry Potter film series and Michael Land's work on the Monkey Island (series) were Camacho's main influences.
Several websites mentioned the soundtrack as one of the game's best features and described it as 'absolutely fantastic', 'memorable', 'great', and 'ingenious'.
Even before the game's release, Autumn Moon Entertainment decided to create a sequel. The next episode of the franchise will continue the action right after the events of A Vampyre Story. A Vampyre Story 2: A Bat's Tale

A Vampyre Story cover art

A Vampyre Story (2008)

Publisher: Autumn Moon Entertainment

Genre: Adventure

Mac OS

Mona De Lafitte, the game's protagonist, is a young and talented Parisian opera student who becomes the object of obsession for a rather pathetic vampire. As a result, Mona is swiftly kidnapped and taken to his castle in Draxsylvania, where she is turned into an undead vampire. Mona must find a way to return home and fulfill her dream of becoming a famous opera singer, while also dealing with the unfamiliar problems inherent in her new condition. Mona is not alone throughout the adventure however, but is followed by her newly acquired and sarcastic sidekick, Froderick the bat.
The game is divided into two chapters, the first of which will take place in Castle Warg—the home of her kidnapper Shrowdy von Kieffer and his mother the Baroness Vasilia von Kieffer - and the second chapter will largely take place in the town of Vlad's Landing. A Hint is given about the third chapter in the end of the game, that it will center about the castle of Dr. Riga Mortis. Little else is currently known about the third chapter of the game, other than that the player will be allowed to control Mona's companion Froderick during the final chapter, as at certain other points in the game.
A Vampyre Story was created by a number of former LucasArts adventure game developers, and is similar to some of their previous games (such as The Curse of Monkey Island or The Dig) in presentation and style. As such, the game uses a point-and-click interface with a context-sensitive radial cursor, much the same as Monkey Island: upon clicking an interactive item, a graphic menu will appear around the object, displaying the available actions and abilities. As the game progresses, Mona will gradually learn how to use her new supernatural abilities. Consequently, her newfound powers and weaknesses will play a large role in the game's puzzles, requiring Mona to use her abilities to overcome certain challenges and progress through the game.
A Vampyre Story was first announced in the June 2004 issue of The Inventory, an online adventure gaming magazine, as the winner of their "Most-Awaited Adventure Game" award. The game was originally given a tentative release date of Halloween 2006, but the loss of publisher backing in April 2005 left the game in unpaid preproduction for the following year. During this time Bill Tiller, Autumn Moon's founder and creative director, generally worked with no more than one or two other people on staff at any one time. This helped to reduce the cost of production while the project was still unfunded. In early July 2006 however, Autumn Moon announced that they had finally acquired a new publisher for A Vampyre Story, the Hamburg-based Crimson Cow, and that full production on the game would begin shortly thereafter, stating an expected 2007 release. In September 2007 however, the first trailer for A Vampyre Story was released, specifying a new date of early 2008. While Autumn Moon has mentioned their interest in the Nintendo DS and Wii as potential release platforms, no official announcements have yet been made.
The A Vampyre Story Original Soundtrack was composed and produced by Pedro Macedo Camacho, featuring soprano vocals by Carla Isabel Moniz and violin solos by Carlos Freitas. The soundtrack was released as an extra to the collector's edition of the game. According to an article in Develop Magazine, and an interview in The Pumpkin Post, John Williams’ work on the Harry Potter film series and Michael Land's work on the Monkey Island (series) were Camacho's main influences.
Several websites mentioned the soundtrack as one of the game's best features and described it as 'absolutely fantastic', 'memorable', 'great', and 'ingenious'.
Even before the game's release, Autumn Moon Entertainment decided to create a sequel. The next episode of the franchise will continue the action right after the events of A Vampyre Story. A Vampyre Story 2: A Bat's Tale

A Witch's Tale cover art

A Witch's Tale (2009)

Genre: Role Playing

Nintendo DS

Thousands of years ago, powerful witches lived beneath the earth and one day invaded the surface world. Alice, a mystical savior, appeared and used the witchs' magic against them, sealing them away. However, the Witch Queen is apparently still lurking beneath the land, waiting for a chance to return to power. Liddell opens the book and the Eld Witch is released. Loue and Liddell team up to try to stop the "crusty old lady"
Liddell
"I'm Liddell, I'm gonna become the greatest witch in time and space!"
Loue
"I failed to protect the Ancient Tomb."
Eld Witch
"Damn you, Alice! Seal ME away, will you? Well now it's time I showed the world... What REAL magic is like!"
Kitty
"In other words, you have no idea. Sounds about right."
Babayaga
"Well, I guess it's time to learn a good life lesson."
Mad Hatter
"Bonsoir, young miss."
Cheshire Cat
"The princess and residents are all celebrating."
Jabberwock
"I've scattered a number of cards around the world. So that you might find them."
March Hare & Dormouse
"So thats our girl? Bit of a disappointment."
White Rabbit
"Ahh, my eyes pain me so! Sweet tears of torment..."
Battles are fought by having players draw runes with the stylus on the Nintendo DS touch screen to attack enemies.
After releasing Disgaea and Puchi Puchi Virus for the Nintendo DS, NIS America announced in the summer of 2008 they would also remake Rhapsody: A Musical Adventure and release a new game, A Witch's Tale, in October of 2008. Nintendo Power described the game as an "action-RPG with a The Nightmare Before Christmas-esque art style" in their August 2008 issue, before they had a chance to play it.
While originally slated for a winter 2008 released, it has been pushed back, now apparently aiming for Halloween 2009, and dropping the action aspect of the RPG.
A Witch's Tale was developed by Hit Maker, known for Blade Dancer: Lineage of Light and Dragoneer's Aria and is their first Nintendo DS game. According to Haru Akenaga, the President of NIS America, A Witch's Tale is targeting a North American audience.
Critics so far have favorably compared the art direction of A Witch's Tale to that of Tim Burton movies but found the entirely stylus-based gameplay and combat simplistic and repetitive.

A-10 Attack! cover art

A-10 Attack!

Publisher: Parsoft Interactive

Genre: Flight Simulator

Mac OS

A-10 Attack! is a flight simulator computer game for the Apple Macintosh computer released by Parsoft Interactive in 1995. The game features an A-10 Thunderbolt II aircraft that takes part in a variety of missions in West Germany during a hypothetical limited conventional attack by the Warsaw Pact. A-10 boasted one of the most detailed flight models of any game of its era, a physics model that extended to solid-body interactions with the ground and complete aerodynamics for every object in the game, including ordinance.

A-10 Cuba! cover art

A-10 Cuba! (1996)

Publisher: Parsoft Interactive

Genre: Flight Simulator

PC

A-10 Cuba! is a flight simulator computer game released by Parsoft Interactive in 1996. It features an A-10 Thunderbolt II on a mission to defeat guerrilla forces at Guantánamo Bay, Cuba. As in most war flight simulator games, the main objectives contain defending an airbase, destroying ships, bridges, tanks or buildings and escorting other aircraft.

A-10 Cuba! cover art

A-10 Cuba! (1996)

Publisher: Parsoft Interactive

Genre: Flight Simulator

Mac OS

A-10 Cuba! is a flight simulator computer game released by Parsoft Interactive in 1996. It features an A-10 Thunderbolt II on a mission to defeat guerrilla forces at Guantánamo Bay, Cuba. As in most war flight simulator games, the main objectives contain defending an airbase, destroying ships, bridges, tanks or buildings and escorting other aircraft.

A-10 Tank Killer cover art

A-10 Tank Killer

Publisher: Dynamix

Genre: Flight Simulator

Amiga

A-10 Tank Killer is a flight simulation computer game for Amiga and DOS platforms. The game features an A-10 Thunderbolt II aircraft. There was a 1.0 release and a 1.5 release in 1991.

A-10 Tank Killer cover art

A-10 Tank Killer

Publisher: Dynamix

Genre: Flight Simulator

PC

A-10 Tank Killer is a flight simulation computer game for Amiga and DOS platforms. The game features an A-10 Thunderbolt II aircraft. There was a 1.0 release and a 1.5 release in 1991.

A-GA cover art

A-GA (2004)

Publisher: Illusion

Genre: Action

PC

A-GA (エーガ?) is a hentai PC game developed by Illusion Soft and released on June 25, 2004.

A-Train series cover art

A-Train series

Publisher: Artdink

Genre: Simulation

PC

A-Train, known in Japan as A Ressha de Ikou (A列車で行こう), or Take the A-Train, is a series of train simulation video games, originally developed and published by Japanese game developer Artdink in Japan. The first game in the series was published in 1985. The first release in the United States was A-Train III, published in 1992 by Maxis under the title A-Train.

A-Train series cover art

A-Train series

Publisher: Artdink

Genre: Simulation

PlayStation

A-Train, known in Japan as A Ressha de Ikou (A列車で行こう), or Take the A-Train, is a series of train simulation video games, originally developed and published by Japanese game developer Artdink in Japan. The first game in the series was published in 1985. The first release in the United States was A-Train III, published in 1992 by Maxis under the title A-Train.

A-Train series cover art

A-Train series

Publisher: Artdink

Genre: Simulation

PlayStation 2

A-Train, known in Japan as A Ressha de Ikou (A列車で行こう), or Take the A-Train, is a series of train simulation video games, originally developed and published by Japanese game developer Artdink in Japan. The first game in the series was published in 1985. The first release in the United States was A-Train III, published in 1992 by Maxis under the title A-Train.

A-Train series cover art

A-Train series

Publisher: Artdink

Genre: Simulation

Xbox 360

A-Train, known in Japan as A Ressha de Ikou (A列車で行こう), or Take the A-Train, is a series of train simulation video games, originally developed and published by Japanese game developer Artdink in Japan. The first game in the series was published in 1985. The first release in the United States was A-Train III, published in 1992 by Maxis under the title A-Train.

A.S.P.: Air Strike Patrol cover art

A.S.P.: Air Strike Patrol (1995)

Publisher: SETA

Genre:

SNES

A.S.P.: Air Strike Patrol is an isometric shoot 'em up developed by SETA for the SNES in 1995. It was adapted for the European market by game developer System 3 and released under the name Desert Fighter the same year.

A/X-101 cover art

A/X-101

Publisher: Absolute Entertainment, Micronet

Genre: First Person Shooter, Shooter, Simulation

Sega CD

In the future date of 2500, mankind has reached its zenith in space travel and peace. However, after making contact with alien life for the first time, Earth is soon attacked and nearly conquered by a war-driven alien race called the Gurzons. The Earth's Defense Force discover the Gurzon's enemy resides on the distant alien planet Prism, who made contact with Earth as a warning against the oncoming Gurzon invasion. Further investigation leads to the discovery of a computer upgrade system located on Prism called the A/X-101, a weapon program that promises liberate Earth from the Gurzon's grip. Earth Defense sends four of its best fighter pilots - Bob, Kelly, Chris and their Captain (the player) - to travel to Prism, retrieve the A/X-101 and use it against all of the Gurzon's planetary bases.
Players assume the role of one of the four deployed EDF Starfighters on their way to planet Prism. The player ship has only two weapons: Laser Cannons and Fusion Warheads (smart bombs). While Laser Cannon fire is unlimited, the laser's power weakens with continuous use and must be recharged for full strength blasts. Fusion Warheads will wipe the screen clean of smaller enemies, though will only damage larger/stronger enemies and the ship can only stock five at a time. The player can replenish their bomb stock by way of accumulating higher scores. After the EDF Starfighters download the A/X-101, the ship's shield increases to 120% and their laser fire increases in strength. The ship also has an energy shield which serves as a health bar. Players had no lives and only three continues after their ship is destroyed in combat.
"A/X-101 Sega CD Game". http://www.1up.com/do/gameOverview?cId=3139168. Retrieved 2007-09-19.

A2 Racer cover art

A2 Racer

Publisher: Davilex Games

Genre: Racing

PC

A2 Racer is a racing computer game series, from Dutch game company Davilex Games. The series started with the game A2 Racer in the Netherlands, in which the player has to race over the Dutch A2 highway. In A2 Racer II and other sequels, the racing expanded to other places in the Netherlands and Europe. The game series was published in Europe under different names, like M25 Racer in the UK and Autobahn Raser in Germany.

A320 Airbus cover art

A320 Airbus

Publisher: Thalion

Genre: Flight Simulator

Amiga

A320 Airbus is a flight simulator personal computer game released in 1991 in which the player pilots an Airbus A320. The game was developed over three years, with cooperation from Lufthansa and Airbus. The game was written by Rainer Bopf and converted to the Atari ST by Christian Jungen.

A320 Airbus cover art

A320 Airbus

Publisher: Thalion

Genre: Flight Simulator

Atari

A320 Airbus is a flight simulator personal computer game released in 1991 in which the player pilots an Airbus A320. The game was developed over three years, with cooperation from Lufthansa and Airbus. The game was written by Rainer Bopf and converted to the Atari ST by Christian Jungen.

A320 Airbus cover art

A320 Airbus

Publisher: Thalion

Genre: Flight Simulator

PC

A320 Airbus is a flight simulator personal computer game released in 1991 in which the player pilots an Airbus A320. The game was developed over three years, with cooperation from Lufthansa and Airbus. The game was written by Rainer Bopf and converted to the Atari ST by Christian Jungen.

AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity cover art

AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity (2009)

Genre: Simulation

PC

In the game, players BASE jump headfirst from the top of the highest building downwards. The game is viewed in a 3D top-down perspective. The buildings in the game appear as squares on a grid which can be rotated in any direction. Players score points by smashing objects on the way down, smashing through various colored glass plates, landing via parachute on a designated drop zone, and not getting killed on the way to the bottom. Players also receive "hugs" by hugging buildings and other airborne obstacles, and they can receive "kisses" by continuously moving in between buildings. Hugs and kisses help create combos, which help increase score. Structures, obstacles, and objects vary amongst levels. Some levels feature mountain slopes, floating and/or moving structures, birds, and abstract art.
Players are rated for how well they jump, and they earn "teeth" for achieving certain benchmark high scores on jumps. Teeth allow players to unlock new levels, items (which includes espresso to help slow down jumps, graffiti to spray on buildings, and a glove designed to flip the bird at protesters), and other obscure things such as guided meditations and pig de-bristling techniques. Earning high enough scores allow players to post their scores on online leaderboards. Developers say the game was inspired by BASE jumping in a wingsuit.

Aaahh Real Monsters cover art

Aaahh Real Monsters (1995)

Publisher: Realtime Associates

Genre:

Genesis

The player takes control of Ickis, Oblina, or Krumm in their attempt to pass the Monster Midterm Exam at Monster Academy. The player explores various locales collecting specific items and scaring specific people the Gromble instructs the player to.
The characters starts out in the sewer, and progresses through levels above in the human world. Players can switch between each character at will and each has their own special ability that often can be used to solve puzzles or overcome obstacles.
The monsters can also perform team moves, such as stacking on top of one another to reach items normally out of reach. The characters' main weapon is trash, which he can hurl at enemies. Collecting garbage sacks gives a limited amount of stronger ammo, fish bones. Collecting "monster manuals" will allow to perform a "scare" defeating any enemies on screen, or taking a certain amount of hit points off a boss.
Each monster's scare is unique and based on their favourite scare tactics from the series: Oblina pulls large amounts of garbage from her stomach and tongue and Ickis grows tall and evil. The goal of the game is to finish all levels and find all the items to pass the exam. Between each level, the Gromble appears next to a projector, showing the name of the next level. Some of the Gromble's actions can be controlled at this point.
The game contained small samples of speech at some points, possibly taken from the series. The Gromble speaks at the projector, and the characters speak during their scare, and when hit.

Aaahh Real Monsters cover art

Aaahh Real Monsters (1995)

Publisher: Realtime Associates

Genre:

SNES

The player takes control of Ickis, Oblina, or Krumm in their attempt to pass the Monster Midterm Exam at Monster Academy. The player explores various locales collecting specific items and scaring specific people the Gromble instructs the player to.
The characters starts out in the sewer, and progresses through levels above in the human world. Players can switch between each character at will and each has their own special ability that often can be used to solve puzzles or overcome obstacles.
The monsters can also perform team moves, such as stacking on top of one another to reach items normally out of reach. The characters' main weapon is trash, which he can hurl at enemies. Collecting garbage sacks gives a limited amount of stronger ammo, fish bones. Collecting "monster manuals" will allow to perform a "scare" defeating any enemies on screen, or taking a certain amount of hit points off a boss.
Each monster's scare is unique and based on their favourite scare tactics from the series: Oblina pulls large amounts of garbage from her stomach and tongue and Ickis grows tall and evil. The goal of the game is to finish all levels and find all the items to pass the exam. Between each level, the Gromble appears next to a projector, showing the name of the next level. Some of the Gromble's actions can be controlled at this point.
The game contained small samples of speech at some points, possibly taken from the series. The Gromble speaks at the projector, and the characters speak during their scare, and when hit.

Aaargh! cover art

Aaargh!

Publisher: Sculptured Software, Binary Design

Genre:

Amiga

The goal is to find five Roc's eggs hidden among the destroyed scenery. Once an egg was discovered, the two monsters would fight for possession of the egg in an one-on-one battle. When five eggs are found, the monsters make their way to the volcano, working their way around the lava flows to reach the top and claim the Golden Egg for the ultimate victory.
The game is inspired by the arcade game Rampage and was designed for Mastertronic's Arcadia Systems, an arcade machine based around the custom hardware of the Amiga, making its eventual conversion to that machine relatively straightforward. Other ports received mixed reviews.[who?]
The game was reviewed in 1989 in Dragon #141 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers normally assign a rating to a game ranging from 1 up to 5 stars, but they disliked this game so much that that ranked it with an "X" instead.

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