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{{Infobox video game

2011 video game
Minecraft
File:Minecraft logo.svgThe Minecraft logo
Developer(s)Mojang
4J Studios (Console versions)
Publisher(s)Mojang
Microsoft Studios (Xbox 360, Xbox One)
Designer(s)Markus "Notch" Persson (2009–2011)
Jens "Jeb" Bergensten
Artist(s)Kristoffer Zetterstrand
Markus "Junkboy" Toivonen
Composer(s)Daniel "C418" Rosenfeld
Platform(s)Windows, OS X, Linux, Java platform, Java applet, Android, iOS, Xbox 360, Xbox One, Raspberry Pi, PlayStation 3, PlayStation 4, PlayStation Vita
Release November 18, 2011
  • Windows, Mac and Linux
    Android
    iOS
    Xbox 360 (Xbox Live)
    Xbox 360 (Retail Disc)
    Raspberry Pi
    PlayStation 3
    Xbox One, PlayStation 4 and PlayStation Vita
    TBA
Genre(s)Sandbox, survival
Mode(s)Single-player, multiplayer

Minecraft is a sandbox indie game originally created by Swedish programmer Markus "Notch" Persson and later developed and published by Mojang. It was publicly released for the PC on May 17, 2009, as a developmental alpha version and, after gradual updates, was published as a full release version on November 18, 2011. A version for Android was released a month earlier on October 7, and an iOS version was released on November 17, 2011. On May 9, 2012, the game was released on Xbox 360 as an Xbox Live Arcade game, co-developed by 4J Studios. All versions of Minecraft receive periodic updates.

The creative and building aspects of Minecraft allow players to build constructions out of textured cubes in a 3D procedurally generated world. Other activities in the game include exploration, gathering resources, crafting, and combat. Gameplay in its commercial release has two principal modes: survival, which requires players to acquire resources and maintain their health and hunger; and creative, where players have an unlimited supply of resources, the ability to fly, and no health or hunger. A third gameplay mode named hardcore is the same as survival, differing only in difficulty; it is set to the most difficult setting and respawning is disabled, forcing players to delete their worlds upon death.

Minecraft received five awards from the 2011 Game Developers Conference: it was awarded the Innovation Award, Best Downloadable Game Award, and the Best Debut Game Award from the Game Developers Choice Awards; and the Audience Award, as well as the Seumas McNally Grand Prize, from the Independent Games Festival in 2011. In 2012, Minecraft was awarded a Golden Joystick Award in the category Best Downloadable Game. As of February 3, 2014, the game has sold over 14 million copies on PC and over 35 million copies across all platforms.

Gameplay

Minecraft is an open world game that has no specific goals for the player to accomplish, allowing players a large amount of freedom in choosing how to play the game. However, there is an achievement system. The gameplay by default is first person, but players have the option to play in third person mode. The core gameplay revolves around breaking and placing blocks. The game world is essentially composed of rough 3D objects—mainly cubes—that are arranged in a fixed grid pattern and represent different materials, such as dirt, stone, various ores, water, and tree trunks. While players can move freely across the world, objects and items can only be placed at fixed locations relative to the grid. Players can gather these material blocks and place them elsewhere, thus allowing for various constructions.

At the start of the game, the player is placed on the surface of a procedurally generated and virtually infinite game world. Players can walk across the terrain consisting of plains, mountains, forests, caves, and various water bodies. The world is divided into biomes ranging from deserts to jungles to snowfields. The in-game time system follows a day and night cycle, with one full cycle lasting 20 real-time minutes. Throughout the course of the game, players encounter various non-player characters known as mobs, including animals, villagers and hostile creatures. Non-hostile animals—such as cows, pigs, and chickens—spawn during the daytime. The player may hunt them for food and crafting materials. By contrast, hostile mobs—such as large spiders, skeletons, and zombies—spawn during nighttime and in dark places, such as caves. Some Minecraft-unique creatures have been noted by reviewers, such as the Creeper, an exploding creature that sneaks up on the player; and the Enderman, a creature with the ability to teleport and pick up blocks.

A few of the hostile and neutral mobs displayed in Minecraft from left to right: Zombie, Spider, Enderman, Creeper, Skeleton

The game world is procedurally generated as players explore it, using a seed which is obtained from the system clock at the time of world creation unless manually specified by the player. Although limits exist on vertical movement both up and down, Minecraft allows for an infinitely large game world to be generated on the horizontal plane, only running into technical problems when extremely distant locations are reached. The game achieves this by splitting the game world data into smaller sections called "chunks", which are only created or loaded into memory when players are nearby.

The game's physics system, in which most solid blocks are unaffected by gravity, has often been described as unrealistic by commentators. Liquids in the game flow from a source block, which can be removed by placing a solid block in its place, or by scooping it into a bucket. Complex systems can be built using primitive mechanical devices, electrical circuits, and logic gates built with an in-game material known as redstone.

Minecraft features two alternate dimensions besides the main world – the Nether and The End. The Nether is a hell-like dimension accessed via player-built portals that contains many unique resources and can be used to travel great distances in the overworld. The End is a barren land in which a boss dragon called the Ender Dragon dwells. Killing the dragon cues the game's ending credits, written by Irish author Julian Gough. Players are then allowed to teleport back to their original spawn point in the overworld, and will receive "The End" achievement. There is also a second boss called "The Wither", which drops materials used to build a placeable beacon that can enhance certain abilities of all nearby players.

The game primarily consists of two game modes: survival and creative. It also has a changeable difficulty system of four levels; the easiest difficulty (peaceful) removes any hostile creatures that spawn.

Survival mode

A screenshot of the Minecraft crafting screen, showing a stone axe being crafted

In this mode, players have to gather natural resources (such as wood, stone, etc.) found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn at darker places on the map, necessitating that the player builds a shelter at night. The mode also features a health bar which is depleted by attacks from monsters, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game, except in peaceful mode, in which the hunger bar does not drain. If the hunger bar is depleted, then the health bar will slowly diminish. Health replenishes when players have a nearly full hunger bar, and also regenerates regardless of fullness if players play on the easiest difficulty.

There are a wide variety of items that players can craft in Minecraft. Players can craft armor, which can help mitigate damage from attacks, while weapons such as swords can be crafted to kill enemies and other animals more easily. Players may acquire different resources to craft tools, such as weapons, armor, food, and various other items. By acquiring better resources, players can craft more effective items. For example, tools such as axes, shovels, or pickaxes, can be used to chop down trees, dig soil, and mine ores, respectively; and tools made out of better resources (such as iron in place of stone) perform their tasks more quickly and can be used more heavily before breaking. Players may also trade goods with villager mobs through a bartering system. Emeralds are often the currency of the villagers, although some trade with wheat or other materials.

The game has an inventory system and players are limited to the number of items they can carry. Upon dying, items in the players' inventories are dropped, and players respawn at the current spawn point, which is set by default where players begin the game, but can be reset if players sleep in beds in-game. Dropped items can be recovered if players can reach them before they despawn. Players may acquire experience points by killing mobs and other players, mining, smelting ores, breeding animals, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects.

Players may also play in hardcore mode, a variant of survival mode that differs primarily in the game being locked to the hardest gameplay setting as well as featuring permadeath; upon players' death, their world is deleted.

Creative mode

File:Minecraft city hall.png
An example of a creation constructed in Minecraft

In creative mode, players have access to most of the resources and items in the game through the inventory menu, and can place or remove them instantly. Players, able to fly freely around the game world, do not take environmental or mob damage, and are not affected by hunger. The game mode helps players focus on building and creating large projects.

Adventure mode

Adventure mode was added to Minecraft in version 1.3; it was designed specifically so that players could experience user crafted custom maps and adventures. Gameplay is similar to survival mode but introduces various player restrictions such as disabling the ability to place blocks and destroy blocks without the appropriate tools. This is so that players can obtain the required items and experience adventures in the way that the mapmaker intended. Another addition designed for custom maps is the command block; this block allows mapmakers to expand interactions with players through server commands.

Multiplayer

Multiplayer on Minecraft is available through player-hosted servers and enables multiple players to interact and communicate with each other on a single world. Players can run their own servers or use a hosting provider. Single player worlds have local area network support, allowing players to join worlds on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players around. Operators can also set up restrictions concerning which usernames or IP addresses are allowed to enter the server. Multiplayer servers offer players a wide range of activities, with some servers having their own unique rules and customs. Competitions are available in some servers, in which players can participate in a variety of games, including some resembling The Hunger Games. A gamemode, PvP (player versus player), may be enabled to allow fighting between players. In 2013 Mojang announced Minecraft Realms, a server hosting service intended to enable children to run server multiplayer games easily and safely.

Development

System requirements
Minimum Recommended
Java
CPU Intel P4/NetBurst Architecture or its AMD EquivalentIntel Pentium D or AMD Athlon 64 (K8) 2.6 GHz
Memory 2 GB of RAM4 GB of RAM
Free space 90 MB150 MB
Graphics hardware Intel GMA 950 or AMD EquivalentGeForce 6xxx or ATI Radeon 9xxx and up with OpenGL 2 Support
Network Internet connection required for online multiplayer

The developer of Minecraft, Markus "Notch" Persson, began developing the game as an independent project while working for King.com and later jAlbum. He was inspired to create Minecraft by several other games such as Dwarf Fortress, Dungeon Keeper, and later Infiniminer. At the time, he had visualized an isometric 3D building game that would be a cross between his inspirations and had made some early prototypes. Infiniminer heavily influenced the style of gameplay, including the first-person aspect of the game, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements.

Minecraft was first released to the public on May 17, 2009 as a developmental release on TIGSource forums, later becoming known as the Classic version. Further milestones dubbed as Survival Test, Indev and Infdev were released between September 2009 and February 2010, although the game saw updates in-between. First major update dubbed alpha version was released on June 28, 2010. Although Persson maintained a day job with Jalbum.net at first, he later quit in order to work on Minecraft full-time as sales of the alpha version of the game expanded. Persson continued to update the game with releases distributed to users automatically. These updates included features such as new items, new blocks, new mobs, survival mode, and changes to the game's behavior (e.g., how water flows).

To back the development of Minecraft, Persson set up a video game company, Mojang, with the money earned from the game. On December 11, 2010, Persson announced that Minecraft was entering its beta testing phase on December 20, 2010. He further stated that users who bought the game after this date would no longer be guaranteed to receive all future content free of charge as it "scared both the lawyers and the board." However, bug fixes and all updates leading up to and including the release would still be free. Over the course of the development, Mojang hired several new employees to work on the project.

Mojang moved the game out of beta and released the full version on November 18, 2011. The game has been continuously updated since the release, with changes ranging from new game content to new server hosts. On December 1, 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead developer. On February 28, 2012, Mojang announced that they had hired the developers of the popular server platform "Bukkit" to improve Minecraft's support of server and client modifications.

Audio

Minecraft's music and sound effects are produced by German composer Daniel "C418" Rosenfeld. The background music in Minecraft is non-lyrical ambient music. On March 4, 2011, Rosenfeld released a soundtrack, titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. The video game blog Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On November 9, 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta.

Minecraft – Volume Alpha
No.TitleLength
1."Key"1:05
2."Door"1:51
3."Subwoofer Lullaby"3:28
4."Death"0:41
5."Living Mice"2:57
6."Moog City"2:40
7."Haggstorm"3:24
8."Minecraft"4:14
9."Oxygène"1:05
10."Équinoxe"1:54
11."Mice on Venus"4:41
12."Dry Hands"1:08
13."Wet Hands"1:30
14."Clark"3:11
15."Chris"1:27
16."Thirteen"2:56
17."Excuse"2:04
18."Sweden"3:35
19."Cat"3:06
20."Dog"2:25
21."Danny"4:14
22."Beginning"1:42
23."Droopy likes ricochet"1:36
24."Droopy likes your face"1:56
Minecraft – Volume Beta
No.TitleLength
1."Ki"1:32
2."Alpha"10:03
3."Dead Voxel"4:56
4."Blind Spots"5:32
5."Flake"2:50
6."Moog City 2"3:00
7."Concrete Halls"4:14
8."Biome Fest"6:18
9."Mutation"3:05
10."Haunt Muskie"6:01
11."Warmth"3:59
12."Floating Trees"4:04
13."Aria Math"5:10
14."Kyoto"4:09
15."Ballad of the Cats"4:35
16."Taswell"8:35
17."Beginning 2"2:56
18."Dreiton"8:17
19."The End"15:04
20."Chirp"3:06
21."Wait"3:54
22."Mellohi"1:38
23."Stal"2:32
24."Strad"3:08
25."Eleven"1:11
26."Ward"4:10
27."Mall"3:18
28."Blocks"5:43
29."Far"3:12
30."Intro"4:36

Platforms

Personal computer versions

The PC was the original platform for Minecraft; the game runs on multiple operating systems including Windows, OS X, and Linux. Apart from the main version, there are also other versions of Minecraft available for PC, including Minecraft Classic and Minecraft 4k.

Minecraft Classic is an older version of Minecraft, available online for players. Unlike newer versions of Minecraft, the classic version is free to play, though it is no longer updated. It functions much the same as creative mode, allowing players to build and destroy any and all parts of the world either alone or in a multiplayer server. There are no computer creatures in this mode, and environmental hazards such as lava will not damage players. Some blocks function differently since their behavior was later changed during development.

Minecraft 4k is a simplified version of Minecraft similar to the classic version that was developed for the Java 4K game programming contest "in way less than 4 kilobytes". The map itself is finite—composed of 64×64×64 blocks—and the same world is generated every time. Players are restricted to placing or destroying blocks, which are randomly located and consist of grass, dirt, stone, wood, leaves, and brick.

A port of Minecraft for the Raspberry Pi was officially revealed at MineCon 2012. Mojang stated that the Pi Edition is similar to the Pocket Edition except that it is downgraded to an older version, and with the added ability of using text commands to edit the game world. Players can open the game code and use programming language to manipulate things in the game world. The game was leaked on December 20, 2012, but was quickly pulled off. It was officially released on February 11, 2013.

Console versions

The Xbox 360 version of the game, developed by 4J Studios, was released on May 9, 2012. On March 22, 2012, it was announced that Minecraft would be the flagship game in a new Xbox Live promotion called Arcade NEXT. The game has some features that are exclusive to the Xbox 360 version, including the newly designed crafting system, the control interface, in-game tutorials, split-screen multiplayer, and the ability to play with friends via Xbox Live. The version's crafting interface does not require players to place items in the correct place in a crafting menu. The interface shows the blocks required to craft the selected item, and crafts it if the players have enough blocks. Also, the worlds in the version are not "infinite", and are essentially barricaded by invisible walls. The Xbox 360 version was originally similar in content to older PC versions, but is being gradually updated to bring it closer to the current PC version.

Similarly to the Xbox versions, the PlayStation versions are also being developed by 4J Studios. The PlayStation 3 version was released on December 17, 2013 and is nearly an exact clone of the Xbox 360 version.

During their E3 2013 press conference Microsoft showed a trailer for Minecraft: Xbox One Edition. It will build off Minecraft: Xbox 360 Edition but feature larger worlds, expanded multiplayer features, and enhancements powered by the Xbox One. This version will be released "within the Xbox One launch window".

At Gamescom 2013, Sony said that Minecraft would be released as a PlayStation 4 launch title, and would later be released as for the PlayStation Vita and PlayStation 3. However, the game was later delayed and the PlayStation 4 version did not launch alongside the console.

Handheld versions

On August 16, 2011, Minecraft – Pocket Edition was released for the Xperia Play on the Android Market as an early alpha version. It was then released for several other compatible devices on October 8, 2011. An iOS version of Minecraft was released on November 17, 2011. The port concentrates on the creative building and the primitive survival aspect of the game, and does not contain all the features of the PC release. On his Twitter account, Jens Bergensten noted that the Pocket Edition of Minecraft is written in C++ and not Java, due to iOS not being able to support Java. Gradual updates are periodically released to bring the port closer to the PC version.

At Gamescom 2013, Sony confirmed that Minecraft would be released for the PlayStation Vita.

User-generated and downloadable content

A wide variety of user-generated content for Minecraft, such as modifications, texture packs and custom maps, is available for download from the Internet. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, new items, new mobs to entire arrays of mechanisms to craft. The modding community is responsible for a substantial supply of mods, including ones that add to the game elements from Pokémon, Portal, and The Hunger Games. To make mods easier to create and install, Mojang announced in November 2012 that it plans to add an official modding API.

Texture packs that customize the game's graphics are also available. In version 1.6, texture packs were replaced with "resource packs". These play the same role as texture packs, but allow custom sounds as well. Custom maps have become popular as well. Players can create their own maps, which often contain rules, challenges, puzzles and quests, and share them for others to play. In version 1.3 Mojang added adventure mode for custom maps and in 1.4, Mojang added command blocks. which were created specially for custom maps.

The Xbox 360 Edition supports downloadable content, which is available to purchase via the Xbox Live Marketplace; these content packs usually contain additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combines texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on September 4, 2013 and is themed after the Mass Effect franchise. Unlike the PC version, however, the Xbox 360 Edition does not support player-made mods or custom maps.

Reception

Commercial

On January 12, 2011, Minecraft passed 1 million purchases, less than a month after entering its beta phase. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of February 3, 2014, the game has sold over 14 million copies on PC and over 35 million copies across all platforms.

The Xbox 360 version of Minecraft became profitable within the first 24 hours of the game's release when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold upwards of 1 million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox LIVE Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. In addition, Minecraft: Pocket Edition has reached a figure of 7.3 million in sales. The PlayStation 3 version sold one million copies in five weeks.

Critical

Reception
Aggregate scores
AggregatorScore
GameRankings92.79% (PC)
83.54% (Xbox 360)
53.33% (Pocket Edition)
Metacritic93/100 (PC)
82/100 (Xbox 360)
53/100 (Pocket Edition)
Review scores
PublicationScore
1Up.comA+ (PC)
Edge9/10 (PC)
Eurogamer10/10 (PC)
9/10 (Xbox 360)
Game Informer9.25/10 (PC)
8.75/10 (Xbox 360)
GameSpot8.5/10 (PC)
7.0/10 (Xbox 360)
GameSpy (PC)
IGN9.0/10 (PC)
8.5/10 (Xbox 360)
9.5/10 (PS3)

Minecraft has received widespread critical acclaim. The game has been praised for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have praised Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends."

Many reviewers have criticized the game's lack of in-game tutorials and instructions, making it difficult for new players to learn how to play the game. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also noted visual glitches that occur periodically. In 2009, GameSpot maintained that the game has an "unfinished feel", adding that "some game elements seem incomplete or thrown together in haste."

A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game.

The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly.

Minecraft – Pocket Edition received mixed reviews from critics. Although reviewers appreciated the game’s intuitive controls, they were disappointed by the lack of content. The inability in the game to collect resources and craft items, as well as the game’s lack of hostile mobs and limited types of blocks, were especially criticized.

Awards

In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize along with community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It has also won GameCity's videogame arts prize. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on March 16, 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Notch received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category.

MineCon

Main article: MineCon

MineCon is an official Minecraft convention held annually. The first one was held on November 18–19, 2011, at Mandalay Bay Hotel and Casino in Las Vegas, Nevada. All 4,500 tickets for MineCon 2011 were sold out by October 31. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. After MineCon, there was an Into The Nether after-party with electronic musician deadmau5. Free codes were given to every attendee of MineCon that unlocked alpha versions of Mojang's other upcoming game, Scrolls, as well as an additional non-Mojang game, Cobalt, developed by Oxeye Game Studios. Similar events occurred in MineCon 2012, which took place in Disneyland Paris from November 24–25. The tickets for the 2012 event sold out in less than two hours. The 2013 MineCon was held in Orlando, Florida, in the United States, on November 2–3.

Merchandise

See also: Lego Minecraft

A Lego set based on Minecraft called Lego Minecraft was released on June 6, 2012. The set, called "Micro World", centers around the game's default player character and a Creeper. Mojang submitted the concept of Minecraft merchandise to Lego in December 2011 for the Lego Cuusoo program, from which it quickly received 10,000 votes by users, prompting Lego to review the concept. Lego Cuusoo approved the concept in January 2012 and began developing sets based around Minecraft.

Mojang collaborates with Jinx, an online game merchandise store, to sell Minecraft merchandise, such as clothing, foam pickaxes, and toys of creatures in the game. By May 2012, over 1 million dollars were made from Minecraft merchandise sales. T-shirts and socks were the most popular products. In March 2013 Mojang signed a deal with the children's book publisher The Egmont Group to create Minecraft handbooks, annuals, poster books, and magazines.

Popular culture and social media

See also: Category:Minecraft clones

Social media sites such as YouTube, Facebook, and Reddit played a significant role in popularizing Minecraft. Research conducted by the University of Pennsylvania's Annenberg School of Communication showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain popularity on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over 4 million Minecraft-related YouTube videos were uploaded. Some of the popular commentators have received employment at Machinima, a gaming video company that owns a highly watched entertainment channel on YouTube. The Yogscast is a British organisation that regularly produces Minecraft videos; their YouTube channel has attained millions of views, and their panel at MineCon 2011 had the highest attendance. Other famous YouTube personnel include Jordan Maron, who has created many Minecraft parodies, including "Minecraft Style", a parody of the international hit single "Gangnam Style". Herobrine is a major community icon of Minecraft, who first appeared as an single image on 4chan's /v/ board. According to rumors, Herobrine appears in players' worlds and builds strange constructions. However, Mojang has confirmed that Herobrine has never existed in Minecraft, and there are no plans to add Herobrine.

Minecraft has been referenced by other video games, such as RuneScape, Torchlight II, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, Team Fortress 2, and FTL: Faster Than Light. It was also referenced by musician deadmau5 in his performances. After the release of Minecraft, some video games were released with various similarities with Minecraft, and some have been called "clones" of the game. There have been a few Minecraft-like and Minecraft-inspired games across various gaming platforms since the game became popular. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, and Total Miner.

In 2012, Mojang received offers from Hollywood producers who want to produce Minecraft-related TV shows; however, Mojang stated that they would engage in such projects when "the right idea comes along." A documentary about the development of Mojang and Minecraft was released in December 2012. Titled Minecraft: The Story of Mojang, the film was produced by 2 Player Productions. The second episode of the seventeenth season of the animated television series South Park titled "Informative Murder Porn", features the boys distracting their parents from fighting each other with Minecraft. In the South Park episode, gruff character Corey Lanskin explained the Minecraft game by noting, "You punch the trees to get the wood, you get the wood to build a cabin. ... Minecraft, it don't got no winner. It don't got no objective. You just fuckin' build an' shit. And seein' if other things can come and knock it down."

Applications

The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design and education. In a panel at MineCon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said that “Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program.” Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap.

In September 2012, Mojang began the Block By Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process," adding that “the three-year partnership will support UN-Habitat’s Sustainable Urban Development Network to upgrade 300 public spaces by 2016.” Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi’s informal settlements, and is in the planning phase. The Block By Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions.

Minecraft has also been used in educational settings. In 2011, an educational organization named MinecraftEdu was formed with the goal of introducing the Minecraft into schools. The group works with Mojang to make the game affordable and accessible to schools. In September 2012, MinecraftEdu said that approximately 250,000 students around the world have access to Minecraft through the company. A wide variety of educational activities involving the game have been developed to teach students various subjects, including history, language arts and science. For an example, one teacher built a world consisting of various historical landmarks for students to learn and explore.

See also

Footnotes

  1. In a blog post, Persson explains:
    First of all, let me clarify some things about the "infinite" maps: They're not infinite, but there's no hard limit either. It'll just get buggier and buggier the further out you are. Terrain is generated, saved and loaded, and (kind of) rendered in chunks of 16*16*128 blocks. These chunks have an offset value that is a 32 bit integer roughly in the range negative two billion to positive two billion. If you go outside that range (about 25% of the distance from where you are now to the sun), loading and saving chunks will start overwriting old chunks. At a 16/th of that distance, things that use integers for block positions, such as using items and pathfinding, will start overflowing and acting weird.
    Those are the two "hard" limits.

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Video game
Duck Hunt
North American NES box art of Duck Hunt.North American box art
Developer(s)Nintendo R&D1
Publisher(s)Nintendo
Producer(s)Gunpei Yokoi
Artist(s)Hiroji Kiyotake
Composer(s)Hirokazu Tanaka
Platform(s)Famicom/NES, Arcade
Genre(s)Light gun shooter, First Person Shooter, Hunting Simulator
Mode(s)Single-player, Two-Player

Duck Hunt (ダックハント, Dakku Hanto) is a light gun shooter video game developed and published by Nintendo for the Nintendo Entertainment System (NES) video game console. The game was first released in Japan on April 21, 1984. It was released on October 18, 1985 in North America as a launch game for the NES, and on August 15, 1987 in Europe.

In Duck Hunt, players use the NES Zapper to shoot ducks that appear on the television screen. The ducks appear one or two at a time, and the player is given three shots to shoot them down. The player receives points upon shooting each duck. If the player shoots the required number of ducks in a single round, he will advance to the next round; otherwise, he will receive a game over.

The game initially received few reviews, but was given mild critical praise and elicited a positive gamer reaction. Prior to the NES version, Nintendo also made a Duck Hunt game based on Laser Clay Shooting System released in 1976. The game would later be a pack-in game, being a dual game pack with this game and Super Mario Bros., and later a triple game with the same two games plus World Class Track Meet.

Gameplay


Duck Hunt offers different game modes, with two focused on shooting ducks (top) and the other focused on shooting clay pigeons (bottom). In all modes, the player has three attempts to shoot the on-screen targets when they appear.

Duck Hunt is a shooter game in which the objective is to shoot moving targets on the television screen in mid-flight. The game is played from a first-person perspective and requires the NES Zapper light gun, which the player aims and fires at the screen. Each round consists of a total of ten targets to shoot. Depending on the game mode the player selects prior to beginning play, one or two targets will appear on the screen at any given time and the player has three shots, or attempts, to hit them before they disappear.

The player is required to successfully shoot a minimum number of targets in order to advance to the next round; failure will result in a game over. The difficulty increases as the player advances to higher rounds; targets will move faster and the minimum number of targets to shoot will increase. The player receives points upon shooting a target and will also receive bonus points for shooting all ten targets in a single round. Duck Hunt keeps track of the players' highest score for all games played in a single session; it is lost, however, upon shutting the game off.

Duck Hunt has three different game modes to choose from. In "Game A" and "Game B", the targets are flying ducks in a woodland area, and in "Game C" the targets are clay pigeons that are fired away from the player's perspective into the distance. In "Game A", one duck will appear on the screen at a time while in "Game B" two ducks will appear at a time. "Game A" allows a second player to control the movement of the flying ducks by using a normal gamepad. The gameplay starts at Round 1 and may continue up to Round 99. If the player manages to complete Round 99, he will advance to Round 0, which is a kill screen where the game behaves erratically, such as targets that move haphazardly or don't appear at all, and eventually ends.

Vs. Duck Hunt

Duck Hunt was also released as an arcade game in the Nintendo Vs. series in 1984 as Vs. Duck Hunt, and is included in the PlayChoice-10 arcade console. The console supports two light guns, allowing two players at once.

Gameplay consists of alternating rounds of Games B and C, with 12 ducks/targets per round instead of 10. In addition, the player is given a limited number of lives; every duck/target that is not hit costs one life. When all lives are gone, the game ends.

After every second round, a bonus stage is played in which ducks can be shot for points as they fly out of the grass. However, the dog occasionally jumps out, putting himself in the line of fire and creating a distraction. If the player shoots the dog, the bonus stage immediately ends.

Development

The NES Zapper is required for playing Duck Hunt.

Duck Hunt is based on a 1976 electronic toy version titled Beam Gun: Duck Hunt, part of the Beam Gun series. It was designed by Gunpei Yokoi and Masayuki Uemura for Nintendo. Nintendo Research & Development 1 developed both Duck Hunt for the NES and the NES Zapper. The game was supervised by Takehiro Izushi, and was produced by Gunpei Yokoi. The music was composed by Hirokazu Tanaka, who did music for several other Nintendo games at the time. The game's music was represented in the classic games medley on the Video Games Live concert tour. Designer Hiroji Kiyotake created the graphics and characters.

Duck Hunt has been placed in several combination ROM cartridges. In the Action Set configuration of the NES in the late 1980s, Duck Hunt was included with Super Mario Bros.. This particular cartridge is found very often in the United States, due to it being included with the purchase of a NES. A Power Set was also available, which included the Action Set, the Power Pad and a 3-in-1 cartridge that included Duck Hunt, World Class Track Meet and Super Mario Bros.

Reception

Allgame called the game an "attractive but repetitive target shooter" and "utterly mindless... the game is fun for a short time, but gets old after a few rounds of play." Several user groups have rated the game positively. 1UP.com users gave it an 8.7 out of 10, and the GameSpot community gave the Mario-Duck Hunt package a 9.1 out of 10. It was rated the 150th best game made on a Nintendo System in Nintendo Power's Top 200 Games list. IGN also placed the game at number 77 on its "Top 100 NES Games of All Time" feature. A remake homage to Duck Hunt appeared in Wii Play in the form of its Shooting Range minigame which features ducks and clay pigeons as targets.

Legacy

File:Duck hunt nes dog.png
Duck Hunt's hunting dog character laughs whenever the player fails to shoot any ducks. The dog is both an infamous and iconic character in gaming.

Duck Hunt features a nameless non-playable hunting dog (often referred to by the media as the "Duck Hunt Dog" or the "Laughing Dog") that accompanies the player in the "Game A" and "Game B" modes who provokes and retrieves the fallen ducks. The dog is infamous and iconic for laughing at the player whenever the player fails to shoot any of the ducks on screen. The Laughing Dog has been labelled as "one of the most annoying video game characters ever" by numerous gaming critics and journalists, including IGN, GamesRadar, and ScrewAttack, and many have expressed the desire to be able to shoot the dog. Both IGN and Nintendo Power have referred to the Laughing Dog as something players "love to hate." The Laughing Dog's perceived "smugness" has helped him appear on several "best of" lists. In their lists for "Top 10 Video Game Dogs," 1UP.com placed the dog seventh, praising the dog's confidence for "laughing at a frustrated human with a loaded rifle," while GameSpy placed the dog in tenth. GameDaily and Official Nintendo Magazine have included the dog in their "Greatest Video Game Moments" lists. Brian Crecente of Kotaku listed him as one of his favorite video game dogs, stating that the dog's art style and attitude reminded him of Fred Avery cartoons from the 1940s. Video game developer Mastiff referenced the Laughing Dog in promoting their video game Remington Great American Bird Hunt, stating that Rockford, a dog in the game, will never laugh at players for missing the ducks.

UGO.com listed the ability to kill the dog as one of the best video game urban legends, stating that it is one of the few video game urban legends based in actual truth, since players could shoot the dog in the arcade Vs. Duck Hunt. The dog makes a cameo appearance in the NES game Barker Bill's Trick Shooting (another Zapper game) and he can be shot.

See also

References

  1. "retrodiary: 1 April – 28 April". Retro Gamer (88). Bournemouth: Imagine Publishing: 17. April 2011. ISSN 1742-3155. OCLC 489477015. {{cite journal}}: Check date values in: |date= (help)
  2. ^ "Discography". Sporadic Vacuum. Tanaka, Hirokazu. Archived from the original on June 1, 2011. Retrieved June 1, 2011.
  3. ^ "Duck Hunt Overview". Allgame. Retrieved 2006-11-20.
  4. ^ "Duck Hunt". GameSpot. Retrieved 2006-11-20.
  5. Nintendo Duck Hunt (1976)
  6. ^ "'Duck Hunt'". NinDB. Retrieved 2006-11-21. {{cite web}}: External link in |work= (help)
  7. "Duck Hunt Cheats". IGN. Retrieved 2006-11-21.
  8. "Top 100 NES/Famicom Games List #100-90". Retro and Contemporary Gaming Archives. 2011-08-17.
  9. Duck Hunt at Arcade Vault. Retrieved November 21, 2006.
  10. "PlayChoice History". Playchoice. Archived from the original on 2006-12-10. Retrieved 2006-11-21.
  11. ^ Kohler, Chris (27 February 2007). "Video: 1976 Duck Hunt". Wired. Condé Nast. Retrieved 23 January 2014.
  12. "Pioneers of the Renaissance". N-Sider. Retrieved 2006-12-11.
  13. "The Ground Breaking Video Games Live Hits UK Shores". Video Games Live. Retrieved 2006-12-12.
  14. "We Were Drawing Pixel Art With A Famicom Controller". Famicom Disk System: The More You Play It, the More You'll Want to Play! . Metroid Database. Retrieved November 22, 2012.
  15. ^ "Super Mario Bros. and Duck Hunt". Console Classix. Archived from the original on 2006-12-07. Retrieved 2006-11-25.
  16. "3 in 1 Cartridge". amazon.com. Retrieved 2006-11-25.
  17. "Duck Hunt". 1UP.com. Retrieved 2006-11-20.
  18. "NP Top 200". Nintendo Power. Vol. 200. February 2006. pp. 58–66.
  19. "Top 100 NES Games of All Time". IGN. Retrieved 2009-10-14.
  20. Pirrello, Phil (2008-06-23). "ACD: Duck Hunt Dog - Stars Feature at IGN". Stars.ign.com. Retrieved 2010-08-05.
  21. "The 12 most annoying sidekicks EVER". GamesRadar. Retrieved 2010-08-05.
  22. "Screwattack's Top 10 douchebags in gaming". screwattack.com. Archived from the original on 2010-07-24. Retrieved 2011-08-16.
  23. Video Game Bible, 1985-2002 - Google Books. Books.google.com. 2004-01-16. Retrieved 2010-08-06.
  24. Buffa, Chris (2009-05-04). "Gallery and Images". GameDaily. Archived from the original on 2009-05-07. Retrieved 2010-08-06.
  25. ^ "National Dog Day: The Top 10 Dogs in Gaming - Page 1". GameSpy. Retrieved 2010-08-06.
  26. ^ "And The Award For Greatest Video Game Canine Goes To..." MTV Multiplayer. March 7, 2008.
  27. Thomas, Lucas M. (2007-10-05). "Smash It Up! - The Animal Kingdom - Wii Feature at IGN". Wii.ign.com. Retrieved 2010-08-05.
  28. Nintendo Power 250th issue!. South San Francisco, California: Future US. 2010. p. 50. {{cite book}}: |access-date= requires |url= (help)
  29. Mackey, Bob. "Top 10 Video Game Dogs from 1UP.com". 1UP.com. Retrieved 2012-11-04.
  30. Workman, Robert (2008-12-12). "Gallery and Images". GameDaily. Archived from the original on 2009-01-31. Retrieved 2010-08-06.
  31. "Nintendo Feature: 50 Greatest Nintendo Moments: 10-1". Official Nintendo Magazine. 2010-01-08. Retrieved 2010-08-06.
  32. "Mastiff Rights The Wrongs Of Duck Hunt Dog". Kotaku.com. 2009-11-18. Retrieved 2012-11-04.
  33. Plante, Chris (2009-06-26). "Kill the Dog in Duck Hunt". UGO.com. Retrieved 2010-08-06.
  34. "Video Game Cameos & References". Video Game Cameos & References Database. Retrieved 2006-11-21.

External links

NES Zapper
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1994 video game
Sonic the Hedgehog 3
North American cover art
Developer(s)Sonic Team
Sega Technical Institute
Publisher(s)Sega
Director(s)Hirokazu Yasuhara
Producer(s)Yuji Naka
Designer(s)Hisayoshi Yoshida
Takashi Iizuka
Programmer(s)Yuji Naka
Artist(s)Takashi Yuda
Composer(s)Brad Buxer
Cirocco Jones
Michael Jackson
Sachio Ogawa
Masaru Setsumaru
Yoshiaki Kashima
Tatsuyuki Maeda
Tomonori Sawada
Masayuki Nagao
Jun Senoue
Miyoko Takaoka
Masanori Hikichi
SeriesSonic the Hedgehog
Platform(s)Sega Genesis, Microsoft Windows, Nintendo DS,Wii (Virtual Console), Xbox Live Arcade
Release February 2, 1994
  • Sega Genesis
    • EU/AUS: February 24, 1994

    Sonic Mega Collection Sonic Mega Collection Plus Virtual Console Sonic's Ultimate Genesis Collection

    Xbox Live Arcade
Genre(s)Platform game
Mode(s)Single player, multiplayer

Sonic the Hedgehog 3 (ソニック・ザ・ヘッジホッグ3, Sonikku za Hejjihoggu Surī) is a 1994 platform video game in the Sonic the Hedgehog series for the Sega Genesis. It was developed in the United States by members of Sonic Team working at Sega Technical Institute, and was published by Sega, debuting worldwide in the first half of 1994. The game is a sequel to the Sonic the Hedgehog 2 for the same system and follows on directly from the end of the game, in which Sonic defeated his enemy, Dr. Robotnik; crash-landing on a floating island, Sonic encounters new character Knuckles the Echidna, and must once more retrieve the Chaos Emeralds while also working to stop Dr. Robotnik from relaunching his ship, the Death Egg.

The game is closely tied to its direct sequel Sonic & Knuckles, as the two games were originally one until time constraints and cartridge costs forced the game to be split into two interlocking parts.

Gameplay

Main game

Sonic and Tails in the second zone, Hydrocity.
See also: Gameplay of Sonic the Hedgehog 2

Sonic 3 improves on the gameplay of previous Sonic titles, in which players collect rings and spin their way through six zones in order to defeat Dr. Robotnik. Like the previous game in the series, Sonic the Hedgehog 2, players can choose to play as either Sonic or Tails, or have Sonic paired with Tails, who can be controlled either by the computer or a second player. Each of the six zones consist of two acts, each with a boss at the end. At the end of every first act boss, players can hit a falling panel to earn points before it hits the ground, where it may sometimes bounce to reveal item monitors. New to the series is the ability to save your progress, with players able to resume their game from the last zone played. If the player clears the game, they can start from any level from their save file.

Characters now have unique abilities, performed by pressing the jump button a second time while in mid-air. Sonic can perform a split second "shield" move that provides both burst of protection and expands his attack range. Tails has the ability to fly in the air or swim underwater for a short amount of time before he gets tired and comes back down, allowing him to explore areas Sonic cannot. While flying, his tails can be used to attack enemies. Additionally, if a second player controls Tails, they can carry Sonic while flying. The standard shields from the previous games are replaced by three new elemental shields that can all protect the user from energy weapons without breaking, and when used by Sonic, feature new abilities that replace his Insta-Shield move until he takes damage. The Fire Shield protects the player from heat-based hazards like flames or magma and allows Sonic to perform a midair "Fireball Spin Dash" that launches him forward to extend his jumps or to attack enemies, but will extinguish upon touching water. The Lightning Shield protects the player from electricity, attracts nearby rings like a magnet and allows Sonic to perform an additional jump in mid-air, but will short out on contact with water. Finally, the Bubble Shield allows its user to breathe whilst underwater, stays with the user even after being submerged unlike the other two Shields, and lets Sonic bounce on the ground like a Basketball to reach higher areas and stomp on enemies directly below him. Hitting Star Post checkpoints while possessing 50 or more rings allows the player to access a bonus stage, in which players bounce around a gumball machine that dispenses items like shields, rings, and extra lives.

Special stages

Tails on one of seven Special Stages in Sonic 3.

Special Stages can be entered by finding giant rings hidden throughout each stage. In these stages, players navigate a three dimensional space where the goal is to collect all the blue spheres in the level without touching any red ones. Collecting blue spheres transforms them into red ones, but if a player goes around the edge of a group of blue spheres at least 3x3 in size, all the spheres in that group will transform into rings, which can earn continues if enough are collected. There are also yellow spheres that launch the player forward and bumper spheres that bounce the player backwards. Successfully completing these Special Stages earns the player a Chaos Emerald, which enables players to access the good ending if all seven are collected. Additionally, if Sonic collects all seven emeralds, he can transform into Super Sonic after collecting at least 50 rings. Additional emeralds known as Super Emeralds can be obtained if the game is locked on with Sonic & Knuckles, which enable Sonic and Tails to become Hyper Sonic and Super Tails with unique abilities.

A diagram of how rings are generated by walking the perimeter of a group of blue spheres.

Multiplayer

Competition Mode is a competitive mode in which two players, playing as either Sonic, Tails or Knuckles, race against each other through five laps on an endless level, unrelated to the levels played in the main game. During the game, players can collect items to either help themselves or hinder their opponent. There are three game types available: Grand Prix, in which all five tracks are playing continuously, Single Race, where a single track is chosen to race on, or Time Trial, a single player mode in which players try to clear the five laps in the quickest time possible.

Connection to Sonic & Knuckles

See also: Sonic & Knuckles

Sonic 3 and Sonic & Knuckles were originally intended to be released as a single title, but ended up being separate games due to time and money constraints. Sonic & Knuckles was eventually released as a "Lock-on" cartridge, which allows other Sonic games to be inserted on top of it to unlock additional content. Locking on Sonic 3 and Sonic & Knuckles turns the game into Sonic 3 & Knuckles, in which all the levels from both games can be played continuously. This allows for scenarios that weren't possible in the individual games, such as playing Sonic 3 levels as Knuckles or Sonic & Knuckles levels as Tails or the combination of Sonic and Tails. Other new features are the ability to collect Super Emeralds, which can unlock new powerful forms for all three characters, and improved save options, which now record the number of lives and continues a player has. Lock-on functionality is also available for certain digital releases of the game, such as Virtual Console, if the player owns both games on the same platform. This also allows for an additional ending that shows Sonic returning the Master Emerald to Angel Island.

Story

After Sonic defeats Dr. Robotnik at the end of Sonic the Hedgehog 2, his space station, the Death Egg, crash-lands on a mystical floating landmass called Angel Island (or simply "the Floating Island" as it's called in the game manual). As Dr. Robotnik begins to repair the damaged station, he meets up with Knuckles the Echidna, the last surviving member of an ancient civilization of Echidnas that once inhabited the island. He is also the guardian of the Master Emerald, which grants the island its levitation powers.

Knowing Sonic and Tails will try to track him down, and realizing he can use the Master Emerald to power the ship, Dr. Robotnik dupes Knuckles into believing Sonic is trying to steal his Emerald. Shortly after, Sonic and Tails in their biplane, the Tornado, are in search of Dr. Robotnik. Sonic, possessing the emeralds from the events of Sonic 2, then turns into Super Sonic. As soon as they arrive, Knuckles ambushes Sonic from underground and knocks the Chaos Emeralds from him, returning him to normal. Knuckles steals the Emeralds and disappears inland. As Sonic and Tails travel through the levels, they encounter Knuckles in almost every level, hindering their progress.

In the last level, the Launch Base Zone, the Death Egg launches off for the second time, knocking Knuckles off a pole and sending him plummeting into the water. Sonic travels to a platform on the Death Egg, fights, and defeats Robotnik for the last time. The Death Egg is seen damaged and falling after Robotnik's defeat, after which it crashes back onto Angel Island- leading into the second half of the story in Sonic & Knuckles.

Development

Pre-release

Yuji Naka and Hirokazu Yasuhara were mainly responsible for the Sonic 3 design document and project schedule. Sonic 3 originally began as a top-down, isometric game, similar to what would eventually become Sonic 3D Blast. This concept was abandoned early into development, after the team did not want to change the Sonic formula too radically for a sequel.

Sonic 3 and Sonic & Knuckles were originally planned as one single-cartridge game. However, as time constraints and the manufacturing costs of a 34 megabit cartridge with NVRAM would have been prohibitively expensive, the decision was made to split the game in half, giving Yuji Naka and the other developers more time to finish the second part, and splitting the high cost between two cartridges.

The cartridge has a small amount of non-volatile RAM built into it, which allows the player to save game progress to the game cartridge.

Release

Sonic 3 was released in the US on February 2, 1994, dubbed "Hedgehog Day", a reference to Groundhog Day. Toys "R" Us rewarded preorders with the limited edition CD Sonic Boom, containing music from and inspired by Sonic CD and Sonic Spinball.

In Europe, Sonic 3 was released on February 24, 1994. To help promote the game, Right Said Fred wrote the song Wonderman, including references to many aspects of Sonic. The song was used both in the game adverts, and released as a single, which charted in the UK at number 55. In the music video, Fez and Skull from the Pirate TV Sega advertising campaign appeared along with Sonic.

Michael Jackson's involvement

See also: Michael Jackson-related games

According to STI director Roger Hector, Michael Jackson was initially brought in during development to compose music for the game, even though no mention of his involvement was included in any of the game's credits. This was supposedly due to the scandals that arose around Jackson at the time. His involvement was removed from the title, and much reworking, including all the started music, had to be done. These claims are dubious, however, and various interviews have made it clear that any involvement Jackson may have had was done without the knowledge of Sega's executives or marketing staff, and no contracts or formal agreements had ever been made. James Hansen, of Sonic Stuff Research Group, retorts that Cirocco (credited as "Scirocco" in Sonic 3) still has possession of presumably a demo version of fabled soundtrack. "I actually have "ALL" of the tracks...," he writes, "from the original humming of Michael calling in the middle of the night leaving messages, to his ideas at Record One with Matt and Bruce. - BUT, I don't think I can let any of that out to the public without permission." In December 2009, Michael Jackson's composer Bradley Buxer (credited in Sonic 3 as Brad Buxer) told French magazine Black & White that Jackson was actually involved with some of Sonic 3's compositions, supposedly not being credited because he wasn't happy with how they sounded, due to the lack of optimal sound reproduction on the Genesis. Buxer also claimed that the ending music of Sonic the Hedgehog 3 later became the basis for Jackson's single Stranger in Moscow. Recently, it has been revealed that the music for Ice Cap Zone shares the same chord progressions and instruments with "Hard Times", a previously unreleased track by The Jetzons, of which Buxer was its keyboardist and songwriter.

In October 2013, GameTrailers dedicated an episode of its Pop Fiction mini-series to discerning Michael Jackson's involvement. Roger Hector, who previously stated in a 2005 interview that Jackson's involvement in the game was dropped due to scandals surrounding the artists coming to light, reaffirmed his stance, stating any similarities to Jackson's music in the final game was not by design on Sega's part. Whilst GameTrailers were unable to interview Buxer to confirm his stance and were about to close their investigation, they were able to find and speak to an anonymous source who was directly involved with the game's development. They echoed Buxer's statements that Jackson left the project due to his displeasure with the sound quality and that tracks that he had worked on before he left the project, which was before the scandals concerning him were made public, remained in the game unaltered with Jackson choosing to remain uncredited. Carnival Night Zone was specifically mentioned as one of the tracks he composed.

Alternate versions and ports

Compilation releases

Main article: Compilations in the Sonic series

Compilations that include the game are Sonic Jam (1997) for the Sega Saturn; Sonic & Knuckles Collection (1997) and Sonic & Garfield Pack (1999) for the PC, Sonic Mega Collection (2002) for the Nintendo GameCube; Sonic Mega Collection Plus (2004) for the PlayStation 2, Xbox and PC; Sonic's Ultimate Genesis Collection (2009) for the Xbox 360 and PlayStation 3; and Sonic Classic Collection (2010) for the Nintendo DS.

Most compilations feature the game largely unchanged. However, Sonic Jam, in addition to featuring the original release, also had a few new "remix" options. "Normal" mode altered the layout of rings and hazards, and "Easy" mode removes certain acts from the game entirely. Sonic & Knuckles Collection featured MIDI renditions of the game's soundtrack, with certain levels featuring different melodies altogether.

Digital releases

The game was released for the Wii's Virtual Console in September 2007 and for the Xbox Live Arcade on June 10, 2009. The Xbox version has enhanced graphics for high definition displays as well as online leaderboards and support for multiplayer via split screen and Xbox Live. The original method of saving the game is replaced with a revamped version that allows progress to be saved anywhere during play, but does not track progress in the game post-completion.

When the PC version was released via download network Steam (software), the game was released as though Sonic & Knuckles were attached, or rather as the "complete" version of the game as originally intended.

Reception

Reception
Aggregate score
AggregatorScore
GameRankings89% (Genesis)
78.33% (X360)
Review scores
PublicationScore
Computer and Video Games94% (Mega Drive)
Electronic Gaming Monthly9.5 / 10 (Genesis)
GameSpot8 / 10 (Wii)
IGN9 / 10 (Wii)
Datormagazin (Mega Drive)
Sega-1610 / 10 (Genesis)
Mega90%
Mean Machines94%

The game has received critical acclaim similar to its predecessors. Electronic Gaming Monthly praised the game upon release, giving it a 9.5 out of 10. IGN praised the Virtual Console release, giving it a 9 out of 10, and claimed it was the best of the original trilogy of Sonic games for the Sega Genesis, stating "Sonic 1 we called impressive. Sonic 2 we labeled great. Sonic 3, though, is the best of them all – and deservingly earns the highest score of the trilogy." GameSpot also saw it as an improvement to the series, stating "the levels in Sonic 3 offer more interaction than those in previous games, in the form of such things as zip lines, fireman's poles, and giant tree trunks that you can climb by running upward inside of them. You'll also find a boss waiting for you at the end of every level (as opposed to every other level in Sonic 2), and these bosses tend to rip apart the background more often than the bosses in previous Sonic games. Coincidentally, the graphics in Sonic 3, especially the backgrounds, are pretty elaborate, as well as full of animated effects, such as swaying plants and heat distortion."

Sonic the Hedgehog 3 has sold 1.02 million copies on the Sega Genesis. It is less than Sonic 2 at 6 million, and the original Sonic at 15 million, but unlike the prior games, it was not bundled with the Sega Genesis system itself. It still managed to place in the top 10 selling Sega Genesis games of all time. Mega placed the game at #5 in their Top Sega Genesis Games of All Time.

Legacy

Issues 33 and 34 of Sonic the Comic, and issue 13 of the Archie comics version of a Sonic the Hedgehog comic consisted of their own comic adaptations of the game.

For Sonic's 20th Anniversary, Sega released Sonic Generations, a game that remade aspects of various past games from the franchise. The Nintendo 3DS version of the game features a remake of the "Launch Base" boss "Big Arm". Additionally, a remixed version of the "Game Over" song appeared in the game.

References

  1. IGN: Sonic the Hedgehog 3
  2. ^ http://wii.ign.com/articles/819/819286p1.html
  3. Emulationzone's interview - "Once Naka & Yasuhara agreed on a general design approach, they drew up a schedule and started working"
  4. Giant Bomb's overview
  5. Sonic & Knuckles UK Manual, Page 4
  6. GameSpy: Sega's Yuji Naka Talks!
  7. Sonic Boom CD Information
  8. CD Cover and information scans
  9. Carless, Simon (2006-03-27). "Michael Jackson's Secret Sonic 3 Shame". GameSetWatch. Gamasutra. {{cite web}}: |access-date= requires |url= (help); Missing or empty |url= (help)
  10. ^ Horowitz, Ken (2009-05-19). "Sega Legends: Michael Jackson & Sonic 3". Sega-16. Retrieved 2009-12-17.
  11. Montgomery, James (2009-12-04). "Did Michael Jackson Compose 'Sonic The Hedgehog 3' Soundtrack?". MTV.com. Retrieved 2009-12-05.
  12. http://www.tssznews.com/2013/11/11/origins-of-sonic-3s-ice-cap-music-uncovered/
  13. http://www.gametrailers.com/full-episodes/zo88qk/pop-fiction-episode-39--sonic-3--michael-jackson
  14. Virtual Console Release information from IGN
  15. RubyEclipse (2009-05-11). "SEGA Announces 7 new titles for XBLA!". SEGA America Blog. SEGA America. Retrieved 2009-05-30.
  16. http://store.steampowered.com/app/71162/
  17. ^ "Sonic the Hedgehog 3". GameRankings. Retrieved 7 February 2012.
  18. http://www.gamerankings.com/xbox360/960798-sonic-the-hedgehog-3/index.html
  19. "Sonic 3". [[Computer and Video Games|Computer and Video Games 156: The Essential Guide]]. 1994. p. 65. ISBN 0-7522-0967-1. Retrieved 2012-02-07. {{cite book}}: URL–wikilink conflict (help); Unknown parameter |month= ignored (help)
  20. ^ Sonic the Hedgehog Genesis review
  21. Almén, Jesper (1994). "Sonic 3". Datormagazin. 1994 (7). Retrieved 7 February 2012. {{cite journal}}: Unknown parameter |month= ignored (help)
  22. Mega review, Future Publishing, issue 18, March 1994
  23. http://www.outofprintarchive.com/articles/reviews/MegaDrive/Sonic3-MMS17-6.html
  24. Number of games sold
  25. Sonic the Hedgehog GameTap Retrospective Pt. 3/4. Event occurs at 1:21.
  26. Boutros, Daniel (2006-08-04). "Sonic the Hedgehog 2". A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games. Gamasutra. p. 5. Retrieved 2006-12-08.
  27. Mega magazine issue 26, page 74, Maverick Magazines, November 1994

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1999 video game
Team Fortress Classic
The CD case box art for Team Fortress ClassicThe box art for Team Fortress Classic depicts the heavy class against the backdrop of Half-Life's box art.
Developer(s)Valve Corporation
Publisher(s)Sierra Studios
Designer(s)John Cook
Robin Walker
SeriesTeam Fortress
EngineGoldSrc
Platform(s)Windows, OS X, Linux
Release
  • April 7, 1999
  • Windows
    • April 7, 1999
  • OS X, Linux
    • August 12, 2013
Genre(s)First-person shooter
Mode(s)Multiplayer

Team Fortress Classic is a team-based online multiplayer first-person shooter video game released by Valve Corporation in 1999. It is based on the 1996 Quake game modification Team Fortress, and is itself a base for Valve's later game Team Fortress 2.

Matches in Team Fortress Classic pit two teams against each other, with each team member having access to nine distinct classes. Competition takes place in a variety of scenarios, usually capture the flag, VIP protection, or territorial control. Games are played on a large number of maps created by Valve or supplied by the user community. Since its release, the game has undergone significant upgrades to player models and game modes.

According to GameSpy, as of 2008, the game is one of the ten most played Half-Life modifications in terms of players. In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.

Gameplay

A group of blue players attack a red base on the map 2Fort.

Team Fortress Classic revolves around a number of teams competing in a variety of game modes with players selecting one of nine classes to play as. Typically, players have the choice of two equal teams, red and blue, although certain game modes allow for more than two teams with access to different classes. Each game can sustain a maximum of 32 players. The way a player acts in a game is mostly defined by which class they select, and as such, Team Fortress Classic relies heavily on teamwork between players of different classes.

The use of teamwork is what makes Team Fortress unique. Before the game was released, most gamers were playing games such as Doom which were in a straightforward deathmatch format. Team Fortress not only offered objective based gameplay in which players must work together in order to achieve a team goal, but also offered classes which created a rock paper scissors type of gameplay. This encouraged users to play varied classes and also to use the classes in conjunction with one another in order to gain the greatest advantage.

Game modes

Team Fortress Classic supports several types of play, with distinct objectives for teams of players to pursue.

Capture the Flag

On Capture the Flag maps, the objective for both teams is to capture the enemy flag and return it to their base while preventing the opposing team from doing the same. Some maps of this type have twists on this formula, such as having multiple flags and requiring a team to capture them all or requiring a team to perform a task such as disabling security grids before being able to access the flag.

Standard

Standard maps have both teams trying to capture the enemy's flag until the point limit is reached or the time-limit expires. They must prevent their enemy from achieving the same.

Football

Football maps feature a common flag, or in most cases ball, that has to be pushed onto an enemy capture point.

Reverse

Reverse maps have the opposing teams bringing their flag to the enemy base and then capturing the flag in the enemy base.

Variant

Variant maps feature limitless possibilities. Official maps of this typology feature multiple common flags that are centrally located, as on Flagrun, or a match that takes place for each team entirely within the enemy base, as on Rock 2.

Control Point

Control Point maps have two main types of game modes.

Standard

Standard maps consist of several command points that must be captured, typically either by standing on the command point or bringing a flag to the command point. Teams are awarded points at set intervals for each command point they control.

Attack and Defend

Attack and Defend maps, a variation of Control Point maps, features one team trying to capture several command points in sequence while the other team defends each command point from capture.

Escort

Escort maps, the players are split into three teams – a single VIP, the VIP's Bodyguards, and a group of Assassins. The goal of Escort maps is for the Bodyguards to escort the VIP to a given point on the map while the Assassins attempt to kill the VIP before he gets there.

Other

Deathmatch

Deathmatch maps can be obtained by simply copying Half-Life Deathmatch maps to Team Fortress Classic's map folder. Though this is not fully supported, all maps should fully function as a four-team Deathmatch map.

Community-made

In addition to the official game modes released by Valve, community-made maps can create new modes of play. For example, Murderball features a King of the Hill-style game featuring a common ball in which points are tabulated by keeping the ball for as long as possible while the three other teams try to take it from the player.

Classes

In Team Fortress Classic, a player can choose to play as one of nine standard classes. Each class comes equipped with at least one weapon unique to that class, and often a secondary weapon which may be common across multiple classes (typically a shotgun or nailgun). Additionally, each class gets a melee weapon (all classes but the Spy and Engineer wield a crowbar, an homage to Valve's game Half-Life). Finally, each player carries grenades; the effects of grenades vary, depending on the player's class.

In Escort game modes, a player may also choose to play as the Civilian class, which is armed only with an umbrella, no armor and very little health. Civilians are typically escorted and protected by the rest of the team.

The original models for the nine player classes

The Scout is the fastest class in the game, but is unable to deal much damage in return. The Scout is armed with a nailgun as well as being able to use caltrops and concussion grenades to slow down and confuse opponents. The Sniper class is armed with a high-powered sniper rifle, and can be used to attack enemies from distant positions. The Soldier class is significantly slower than Snipers and Scouts, but possesses better armor and is armed with a rocket launcher that allows him to rocket jump, along with combat shotguns as sidearms for backup. Rocket jumping, while effective for moving about the battlefield, also significantly damages the soldier. Soldiers can also make use of nail bombs to cause more damage within close quarters. The Demoman class is armed with a grenade launcher for indirect fire onto enemy positions, and a Pipe Bomb launcher for booby trapping places as well as being equipped with a demolition pack capable of opening or closing certain routes on some levels.

The Medic class is equipped with a super nail gun, concussion grenades and a medical kit that can be used either to heal teammates or expose opponents to a contagious infection that drains health. The Heavy Weapons class is armed with a powerful minigun, and can sustain more damage than any other class. However, the Heavy is significantly slower than other classes. The Pyro Class is equipped with a flamethrower and an incendiary rocket launcher, both of which can set enemies on fire. Pyros also carry several napalm grenades for the same purpose. The Spy class differs significantly in style from other classes, as he can disguise himself to look like any other class on either side. The Spy is equipped with a knife to kill enemy players in one hit by stabbing them in the back as well as a tranquilizer gun to slow down opponents and hallucination gas to confuse them. Spies also possess the ability to feign death, allowing them to use their backstab ability more effectively. The Engineer class builds structures to support their team, such as sentry guns to defend key points, ammunition dispensers and teleporters. Engineers have the ability to replenish a teammates armour by tapping them with their spanner. In addition, the Engineer is armed with EMP grenades that detonates any explosive ammunition within its range, as well as a shotgun for backup.

Development

Team Fortress was originally a 1996 QuakeWorld modification. Its developers were working on a follow up stand-alone version that they planned to call Team Fortress 2 when the team was hired by Valve Software to write a port of Team Fortress as a mod for Valve's game Half-Life. The original game designers were hired by Valve, and the mod was released as Team Fortress Classic by Valve in April of 1999.

Valve significantly updated the game over time, tweaking the game's networking code, play balance and user interface, and adding maps and game modes. In 2003, Team Fortress Classic was released as a stand-alone game on Valve's Steam system.

After a six-year delay, Team Fortress 2 was released in 2007.

References

  1. "The TFC Survival Guide: Introduction". Planet Fortress. GameSpy. Retrieved 2009-04-08.
  2. "Team Fortress Classic update released". Steam. Valve Corporation. 2013-08-12. Retrieved 2014-01-02.
  3. "Team Fortress Classic (PC)". GameSpy. Retrieved 2008-05-16.
  4. "Top Mods For Half Life By Players". GameSpy. Retrieved 2008-07-09.
  5. Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd. p. 414. ISBN 978-1-74173-076-0.
  6. "Team Fortress Classic preview". IGN. 1999-02-24. Retrieved 2008-05-18.
  7. "Team Fortress Map Strategies: Two Fortresses". Planet Half-Life. IGN. Retrieved 2008-05-20.
  8. "Team Fortress Map Strategies: Push". Planet Half-Life. IGN. Retrieved 2008-05-20.
  9. "Team Fortress Map Strategies: Dustbowl". Planet Half-Life. IGN. Retrieved 2008-05-20.
  10. Jensen, Chris; Radcliffe, Doug. "Map-Specific Strategies and Tactics: The Hunted". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-20.{{cite web}}: CS1 maint: multiple names: authors list (link)
  11. "Team Fortress Classic Classes". Planet Half-Life. IGN. Retrieved 2008-05-18.
  12. Jensen, Chris; Radcliffe, Doug. "Character Classes: Scout". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  13. Jensen, Chris; Radcliffe, Doug. "Character Classes: Sniper". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  14. Jensen, Chris; Radcliffe, Doug. "Character Classes: Soldier". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  15. Jensen, Chris; Radcliffe, Doug. "Character Classes: Demoman". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  16. Jensen, Chris; Radcliffe, Doug. "Character Classes: Medic". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  17. Jensen, Chris; Radcliffe, Doug. "Character Classes: Heavy". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  18. Jensen, Chris; Radcliffe, Doug. "Character Classes: Pyro". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  19. Jensen, Chris; Radcliffe, Doug. "Character Classes: Spy". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)
  20. Jensen, Chris; Radcliffe, Doug. "Character Classes: Engineer". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.{{cite web}}: CS1 maint: multiple names: authors list (link)

External links

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Template:GoldSrc engine games


|title =Terraria |image = File:TerrariaLogo2.png |caption = Terraria logo |developer = Re-Logic
Engine Software (consoles)
Codeglue (mobile) |publisher = Re-Logic
505 Games
Spike Chunsoft (Japan) |programmer = Andrew "Redigit" Spinks |released = Microsoft Windows
May 16, 2011
PlayStation Network
Xbox Live Arcade
March 27, 2013
PlayStation Vita

iOS
August 29, 2013
Android
September 13, 2013
Windows Phone
TBA |genre = Action-adventure |modes = Single-player, multiplayer |media = Optical disc, download |platform = Microsoft Windows
PlayStation 3
PlayStation Network
Xbox 360
Xbox Live Arcade
PlayStation Vita
Windows Phone
Android
iOS }}

Terraria is an action-adventure sandbox indie video game, developed by game studio Re-Logic, available on Microsoft Windows with ports for Xbox Live, PlayStation Network, Android and iOS. The game features exploration, crafting, construction, and combat with a variety of creatures in a randomly generated 2D world. It's music is largely composed of Chiptunes.

Originally released for Microsoft Windows on May 16, 2011, the game is estimated to have sold about 50,000 copies during its first day of release, with over 17,000 players online at the same time during the first day's peak. 200,000 copies of the game were sold, making it the top-selling game on Steam for the week, ahead of The Witcher 2 and Portal 2. It remained number one on Steam for the first six days of its release, and as of January 2013 has sold over 2,000,000 copies.

The game was released on PlayStation Network and Xbox Live Arcade (worldwide except for Europe and Australia) at the end of March 2013 with exclusive content. The PS3 European and Australian release date was May 15, 2013. It was announced on March 28, 2013 that Terraria is coming to the PlayStation Vita. It was released on December 11, 2013. The PlayStation 3, Xbox 360 and PlayStation Vita versions were developed by Dutch studio Engine Software. On August 29, 2013, Terraria came out on iOS phones and tablets. The developers are the Dutch studio Codeglue.

Gameplay

File:Terraria screenshot.jpg
A screenshot of Terraria gameplay.

Terraria is an open-ended sandbox 2D game with gameplay revolved around exploration, building, and action. The game has a 2D sprite tile-based graphical style reminiscent of the 16-bit sprites found on the SNES. The game is noted for its classic exploration-adventure style of play, similar to titles such as Metroid and Minecraft.

The game starts in a procedurally generated world and the player is given three basic tools, including a pickaxe for mining, a short sword for combat, and an axe for woodcutting. Many resources, notably ores, can be found while mining or exploring underground caves. Some resources and most items may only be found in certain areas of the map, stored in common and rare chests, or only dropped by certain enemies. Players must use resources to craft new items and equipment at an appropriate crafting station for that recipe. For example, torches can be crafted at a crafting bench or ingots smelted from ore at a furnace. Many advanced items in Terraria require several crafting operations, where the product of one recipe will be used as the ingredient for another.

Players encounter many different enemies in Terraria from simple slimes and zombies to various region-specific enemies. The occurrence of certain enemies depends on several factors including time, location, random events and player interactions. Players may also summon powerful boss monsters with various combat mechanics that drop rare loot. Each map will have several zones with unique items and unusual enemies, and one of two evil biomes known as the Crimson and the Corruption. Both spread across the world and have their own unique bosses and loot.

By completing specific goals (such as defeating a boss, or finding a gun), characters can attract non-player characters (NPCs) to occupy structures or rooms they have built, such as a merchant, nurse, or wizard. Some NPCs can be acquired by finding them throughout the world and will then reside in the player's house. Characters may then buy or sell items and certain services from NPCs with coins found in the world.

By summoning and defeating a powerful boss called "Wall of Flesh" located in hell, the player will activate the game's "hard mode", which is a much tougher version of the game. This adds many new and harder to defeat enemies to the game in all zones. This also unlocks new NPCs, new bosses and tougher versions of normal bosses, and makes many new items available for crafting or acquiring from mob and boss drops. A much larger part of the world becomes corrupted and a new "Hallowed" biome emerges with new enemies and items.

Development

Terraria was developed by Re-Logic, with development starting in January 2011, and is built on the Microsoft XNA framework. The game was released on May 16, 2011. Re-Logic is composed of Andrew Spinks, who designed and programmed the game, and Finn Brice, who along with Spinks did the graphic design for the game. The music was composed by Scott Lloyd Shelley through his Resonance Array studio.

In February 2012, the developers announced that they would not be continuing active development, but would release a final bug-fix patch. However, development would resume in 2013 with the release of version 1.2. Additionally, 505 Games has ported the game to several video game consoles and added new content, but does not have any rights to the PC version of the game. On 24 January 2013, Spinks requested suggestions of features for possible future updates to the PC version. This question was put to people on the official Terraria forum. As of April 3, 2013, Spinks posted a spoiler on the possible update for Terraria, showing the possibility of the update. While initially the release was slated for July 2013, it was later moved to October 1, 2013.

In an October 2013 interview with Rock, Paper, Shotgun, Spinks said he was working on further endgame progression for Terraria, as well as a possible Halloween update. He also announced that he is planning a sequel, Terraria 2.

Reception

Reception
Aggregate score
AggregatorScore
Metacritic83/100
Review scores
PublicationScore
Destructoid8/10
GameSpot8/10
GameZone9/10

Terraria has received favorable reviews from critics with an 83/100 metascore on Metacritic. A review for Destructoid included praise for Terraria as "full of depth". Another reviewer praised Terraria's integration of some of Minecraft's concepts into two dimensions. GameZone gave the game a 9 out of 10.

GameSpot praised Terraria's exploration and feeling of accomplishment but criticized its lack of tutorial or explicit directions. Terraria received the #1 of 2011 Indie of the Year Player Choice on IndieDB. Spike Chunsoft released the PlayStation 3 version in Japan, including exclusive items such as a costume based on Monokuma from Danganronpa: Trigger Happy Havoc.

References

  1. ^ "PSN EU Release date CONFIRMED!". Terraria Online. Retrieved 2013-04-30.
  2. "Release date is confirmed". Terraria Online.
  3. ^ "Terraria confirmed for PS Vita!". Terraria Online.
  4. 2014-01-15, Monomi From Danganronpa 2 And Toro Make Cameos In Terraria In Japan, Siliconera
  5. ^ "Forums". Terraria Online. Retrieved 2013-10-03.
  6. "Terraria". Google Play.
  7. Senior, Tom (May 17, 2011). "Terraria launch a huge success". PC Gamer. Future plc. Retrieved 2011-05-18.
  8. Plunkett, Luke (May 26, 2011). "Minecraft Links Help Indie Game Sell 200,000 Copies in Nine Days". Kotaku. Retrieved May 28, 2011.
  9. Cifaldi, Frank (May 25, 2011). "2D Word-of-Mouth Hit Terraria Sells 200K in Nine Days". Gamasutra. Retrieved May 28, 2011.
  10. "Is Terraria the next Minecraft". IGN.
  11. Winslett, Author (August 29, 2013). "Terraria Digs Into iOS, Crosses Over With Edge Of Space". Gaming Blend. Retrieved September 1, 2013. {{cite web}}: |author= has generic name (help)
  12. ^ Mc Shea, Tim (May 31, 2011). "Terraria Review, Terraria PC Review".
  13. ^ McWhertor, Michael (May 13, 2011). "Somewhere Between Super Metroid and Minecraft Lies the Intriguing Terraria". Kotaku. Gawker Media. Retrieved 2011-05-18.
  14. Devore, Jordan (April 25, 2011). "Minecraft in 2D, you say? Terraria looks legit". Destructoid. Retrieved 2011-05-22.
  15. Geere, Duncan (May 18, 2011). "Terraria offers two-dimensional mining, exploring and giant eyeballs". Wired. Condé Nast Publications. Retrieved 2001-05-22.
  16. "Terraria patch 1.1 to add new bosses, monsters, NPCs, hard mode and Unreal Megashark | News". PC Gamer. 2011-11-28. Retrieved 2013-10-21.
  17. "news.ews | Scott Lloyd Shelly". Resonancearray.com. Retrieved 2012-04-07.
  18. "My Fellow Terrarians". Terraria Online. February 21, 2012. Retrieved 2012-11-27.
  19. "My Fellow Terrarians (Pt. 2)". Terraria Online. February 28, 2012. Retrieved 2012-11-27.
  20. "Facebook post "At 505 Games, we're really excited to bring Terraria to more gamers through XBLA and PSN."". Facebook.com. Retrieved 2012-11-27.
  21. "Twitter / Terraria_Logic: @JoANSanxhez We don't own the ..." Twitter.com. Retrieved 2012-11-27.
  22. "Something about a possible PC update". Terraria Online.
  23. "Its been a while since I posted a spoiler". Terraria Online.
  24. "Check out Terraria's PC-only 1.2 update | News". PC Gamer. 2013-05-24. Retrieved 2013-10-21.
  25. "Terraria 1.2 release date announced: major update due out beginning of October | News". PC Gamer. Retrieved 2013-10-21.
  26. "Terraria 1.2 update released, tweaks almost every part of the game | News". PC Gamer. 2013-10-02. Retrieved 2013-10-21.
  27. "Well Here's A Thing: Redigit Tells RPS There's A Terraria 2". Rock, Paper, Shotgun. Retrieved 2013-10-21.
  28. ^ "Terraria for PC Reviews, Ratings, Credits and More". Metacritic. CBS Interactive. Retrieved November 20, 2011.
  29. Nakamura, Darren (April 17, 2013). "Review: Terraria". Retrieved January 11, 2013.
  30. ^ Sanchez, David. "Terraria Review". GameZone. Retrieved 2012-04-07.
  31. Devore, Jordan (May 25, 2011). "Impressions: Terraria". Destructoid. Retrieved May 28, 2011.
  32. Castelli, Stefano (May 23, 2011). "Un tris di mini-recensioni". Videogame.it. Retrieved May 28, 2011.
  33. "Space Station Room With a View". IndieDB. Retrieved 2012-11-27.

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