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alpha waves : ウィキペディア英語版
alpha waves

''Alpha Waves'' is an early 3D game that combines labyrinthine exploration with platform gameplay. By most definitions of the genre it could be considered to be the first 3D platform game, released in 1990, 6 years before ''Super Mario 64''. Alpha Waves was released one year before Hovertank 3D, which is sometimes incorrectly credited as being the first 3D game on the PC. It provided the first truly immersive 3D experience, combining for the first time full-screen, six-axis, flat-shaded 3D with 3D object interaction (like bouncing on a platform). Alpha Waves was an abstract game with a moody, artistic presentation, curiously named for its supposed ability to stimulate the different emotional centers of the brain with its use of color and music.
It was developed initially for the Atari ST by Christophe de Dinechin, and later ported to the Amiga and DOS. The DOS port was done by Frédérick Raynal, a notable game designer who would go on to develop ''Alone in the Dark'' (often abbreviated AitD), and ''Little Big Adventure''. He has said that his work on ''Alpha Waves'' was a major inspiration for the 3D engine for ''Alone in the Dark''.〔(Adventure-eu.com )〕〔http://www.next-gen.biz/features/making-alone-dark〕 The PC version was also localized in North America by Data East, and retitled ''Continuum''. Infogrames may have also published their own version in the US under the original title, and it was also released as a part of no less than two Infogrames compilations, on which it retained its original name.
==Gameplay==
''Alpha Waves'' is a simple game. It features two main modes of play: Action and Emotion.〔http://www.mobygames.com/game/continuum〕 The core gameplay in both is the same.
Players guide one of six crafts (which are little more than geometric shapes in many cases) onto trampoline-like platforms. On these platforms, the player bounces automatically, higher, with each jump, until he reaches the maximum height possible for that platform (some are stronger than others). Every room in the game is a cube, and the walls contain doorways leading to other rooms. In this way, players have to work their way through the game's rooms, and reach different areas based on different emotions.
In Action Mode, players also work against the clock. Time bonuses are awarded for entering new rooms, and keys can be collected to open new paths. There is not a particular end to the game, but the goal is simply to last as long and to discover as much as possible before time runs out. Emotion Mode allows players to explore without time constraints, but players are not allowed to cross certain game boundaries.
Emotion mode was not time limited, and allowed players to explore the game environment freely. While completing the game in Action Mode was very difficult, many players simply enjoyed exploring the game territory in Emotion Mode.〔http://www.giantbomb.com/continuum/61-2332/〕

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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