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Virtual Pool (assigned the retronym Virtual Pool 1 after the release of sequels) [1] is a 3D, first-person sports simulation video game released by Interplay Productions in 1995. It is the first of the Virtual Pool franchise of computer simulations of pool games developed by Celeris.
Virtual Pool was voted the Best Sports Game of 1995 by PC Gamer US [34] and the 1995 Game of the Year by Games magazine. [35] Virtual Pool 2 was a finalist for the Academy of Interactive Arts & Sciences' 1997 Personal Computer Sports Game of the Year award, [36] which was won by FIFA: Road to World Cup 98. [37]
Virtual Pool Hall is a sports simulation video game developed Celeris and published by Interplay Entertainment as an entry in the Virtual Pool franchise, an improvement and sequel to Virtual Pool 2 and PC sequel to Virtual Pool 64. The game was initially released on PC in December 1999.
Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.
Virtual Pool 4, the sequel to the game announced on July 6, 2012, [17] and was released on 15 August 2012 worldwide for Windows. The game features many graphical and feature updates from Virtual Pool 3. An online-only version of the game was released in 2015 that features online tournaments and rankings, similar to Virtual Pool 3.
Visual Pinball ("VP") is a freeware and source available video game engine for pinball tables and similar games such as pachinko machines. It includes a table editor as well as the simulator itself, and runs on Microsoft Windows. It can be used with Visual PinMAME, an emulator for ROM images from real pinball machines.
Cyber Troopers Virtual-On MARZ (電脳戦機バーチャロン マーズ, Dennō Senki Bācharon Māzu) is a 2003 3D mecha action-adventure game developed by Hitmaker and published by Sega. The game was first released on the PlayStation 2 in North America and Japan, and is the fourth game in the Virtual On franchise.
The virtual worlds produced or hosted by Forterra Systems and their clients appear to function similarly to public, open-invitation MMOGs (e.g., There, Second Life, Active Worlds). OLIVE environments differ from consumer-based MMOGs in that access to the virtual world is privately managed, and granted only to specific groups of users.