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・ Tranquil
・ Tranquil Creek Provincial Park
・ Tranquil Lake
・ Tranquil Star
・ Tranquil, Mississippi
・ Tranquila
・ Tranquilandia
・ Tranquilidade
・ Tranquilino
・ Tranquilino de Bonilla y Herdocia
・ Tranquilino Garcete
・ Tranquilino Luna
・ Tranquility (album)
・ Tranquility (disambiguation)
・ Tranquility (ISS module)
Tranquility (video game)
・ Tranquility Base
・ Tranquility Bass
・ Tranquility Bay
・ Tranquility Calendar
・ Tranquility Grange No. 344
・ Tranquility Ridge Park
・ Tranquility, New Jersey
・ Tranquilize
・ Tranquilizer
・ Tranquilizer Gun
・ Tranquille Blanchard
・ Tranquille River
・ Tranquille Sanatorium
・ Tranquille, Kamloops


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Tranquility (video game) : ウィキペディア英語版
Tranquility (video game)

''tranquility'' is a nonviolent musical platform game created in 1991 for Macintosh and Windows computers by musician William A. Romanowski. The game features generative algorithms that determine music and level layout based on the player's actions. For this reason, and due to its use of generated ambient music, the game's philosophy has been compared to that of Transcendentalism and the New Age Movement. According to the game's publishers, some players have reported immersion in the game to produce a dream-like experience during and after play.〔(【引用サイトリンク】TQWorld presents tranquility: Magazine and Player Reviews )〕 The game notably appeared first as a demo included with Silicon Graphics computers.〔(【引用サイトリンク】Technolust: The Indigo Page Silicon (Graphics - SGI) )〕 It was updated and re-released by its designer as a commercial game 10 years later in 2001. This version of the game was supported for 10 years but a notice that the game was to be retired appeared on the website in 2010.〔http://www.tqworld.com/cgi-bin/tqworld?!4anXdmsMvSdrTjnlo2abmr0m04juKn2HfdrKNlarnj0pr4snO4〕 As of now, the site is inaccessible.
==Gameplay==
In ''tranquility'', the player (from an abstract, first-person viewpoint) floats in a sea of starlit geometric structures called "platforms" in order to pass through targets called "spinners" (camouflaged star-shaped objects scattered at a density of one per room). The game's challenge is derived from the difficulty in locating the variously-placed "spinners" and as such the game may be compared to hide-and-seek. Level progression is nonlinear, and the game is intended to be self-paced, and self-directed. A number of in-game options allow players to control game speed and difficulty, including an auto-pilot button.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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