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n.º 119.396
Significado
  1. 1
    English · JMdict
    gotcha;got you
  2. 2
    English · Wikipedia

    Gotcha is an arcade game developed by Atari and released in October 1973. It was the fourth game by the company, after the 1972 Pong, which marked the beginning of the commercial video game industry, and the 1973 Space Race and Pong Doubles. In the game, two players move through a maze, which continually changes over time. One player, the Pursuer, attempts to catch the other, the Pursued; if they do, a point is scored and the players reset positions. The game emits an electronic beeping sound, which increases in pace as the Pursuer gets closer to the Pursued, and each game lasts a set amount of time. Gotcha was designed by Allan Alcorn, the designer of Pong, and a prototype was constructed by Cyan Engineering, Atari's semi-independent research and development subsidiary. The game's development was begun in July 1973; it was intended to be a part of Atari's strategy of developing multiple types of games to separate themselves from their competitors, who they saw as focused primarily on creating Pong clones. The cabinet was designed by George Faraco, initially with the joysticks encased in pink domes meant to represent breasts. Although this design inspired the advertising flyer on which it appears behind a man chasing a woman in a nightdress, it was changed to use regular joysticks soon after release. The game was not commercially successful; later sources have termed it as "arousing little more than controversy". In addition to the main black-and-white game, limited runs were produced of a tinted color version and a true multi-color version of the game; the latter is believed to be the first color arcade game. Gotcha inspired an enhanced version featuring cops and robbers titled Maze Craze for the Atari 2600 in 1977, which was more popular than the original.

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Códice gramatical

Qué significan las etiquetas de color

Hiragana

ひらがな

El kana redondeado y fluido. El hiragana escribe palabras japonesas nativas, terminaciones gramaticales y todo lo que va sin kanji (o junto a él): es el primer silabario que se aprende. Cada carácter representa una sílaba.

Ejemplo

ねこ — gato