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Demos in the demoscene sense began as software crackers' "signatures", that is, crack screens and crack intros attached to software whose copy protection was removed. The first crack screens appeared on the Apple II in the early 1980s, and they were often nothing but plain text screens crediting the cracker or their group.
In October 1998, Climax announced the establishment of Climax PC Studio, a sub-studio focused on personal computer game development and located in an office next to Climax's headquarters. [3] Another such studio, Climax Game Boy World, was launched during E3 1999 and focused on the development for the Game Boy family of handheld game devices. [4]
Also one-shot cinema, one-take film, single-take film, continuous-shot film, or oner. A feature-length motion picture filmed in one long, uninterrupted take by a single camera, or edited in such a way as to give the impression that it was. opening credits (for a film) opening shot (for a scene) over cranking over the shoulder shot (OTS)
Software crack illustration. Software cracking (known as "breaking" mostly in the 1980s [1]) is an act of removing copy protection from a software. [2] Copy protection can be removed by applying a specific crack. A crack can mean any tool that enables breaking software protection, a stolen product key, or guessed password. Cracking software ...
Climax Group's first first-person shooter Serious Sam Advance: Game Boy Advance: 2004 The Game Boy Advance Serious Sam game was released the same day as its GameCube and PlayStation 2 counterpart. Sudeki: Xbox, PC: 2004 Although the Xbox edition came out in 2004, it was not until 2005 that the PC version was released.
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Nuke is a node-based digital compositing and visual effects application first developed by Digital Domain and used for television and film post-production. Nuke is available for Windows, macOS (up to Monterey natively), and RHEL/CentOS. [2] Foundry has further developed the software since Nuke was sold in 2007.
Climax Entertainment [2] was a Japanese video game development company. It was a small company, with just 20 staff in 1996. [3] Climax got its start during the 16-bit era, primarily developing games for the Sega Genesis console. During the 32-bit era, some members of the team left to create Matrix Software. [4]