seta corporation
corporation data .
seta corporation. february 6, 2007. retrieved on april 24, 2009 .
glassdoor gives you an inside look at what it' s like to work at seta corporation, including salaries, reviews, office photos, and more. this is the seta corporation company profile. all content is posted anonymously by employees working at seta corporation .
copyright © 2010 seta corporation. all rights reserved | site design & development: intersection online, inc .
seta closed its doors in january 23, 2009. during a board meeting on february 9, 2009, the company transferred its assets and business to parent aruze, and seta corporation was officially dissolved. [ 8 ] seta corporation was subsequently liquidated at the tokyo district court in may 25, 2009 .
i applied through an employee referral. the process took 2 weeks. i interviewed at seta corporation (boca raton, fl) in may 2014 .
part of seta corporation' s series of mahjong games featuring a recurring cast of anime women. pv paradise is a super famicom - exclusive entry .
seta corporation, like thunder ‘go’ publisher, never released it for unknown reasons thus negating to japanese n64 players the only go simulation for the system .
seta corporation (full company name super entertainment and total amusement) was a japanese computer gaming company, founded in october 1, 1985, and dissolved in january 23, 2009. seta was headquartered in kōtō, tokyo .
seta corporation (株式会社セタ kabushiki - gaisha seta) (full company name super entertainment and total amusement) was a japanese computer gaming company, founded on october 1, 1985 [ 1 ] and dissolved on february 9, 2009. seta was headquartered in kōtō, tokyo. [ 2 ] the american branch of seta was located in las vegas, nevada. [ 3 ]
[ 1 ] .
seta usa. retrieved on november 11, 2011 .
seta releases its first game for the famicom, based on shôgi, or japanese chess .
( specialising in golf and puzzle titles). seta also developed the arcade system, the
on december 2008, parent company aruze announced that seta decided to close shop after 23 years of existence .
seta technologies pte. ltd. 10, anson road, # 22 - 16b international plaza, singapore 079903 .
a fairly obscure isometric shoot' em up / simulation game (in the same vein as the strike series), a. s. p. air strike patrol (known in europe as desert fighter) was produced in 1995 by seta corporation for the super nintendo entertainment system .
web. archive. org / web / 20080508011436 / http: / / www. seta. co. jp / index. htm
as a video game publisher, it made games for the nintendo entertainment system, the super nintendo entertainment system, and various other systems. it made games in north america but mainly japan (specialising in golf and puzzle titles). seta also developed the arcade system, the aleck 64 which was based on n64 architecture. also, seta co - developed the ssv (sammy, seta, visco) system .
in 1999, aruze became the parent company. seta withdrew from the game business in 2004 after releasing legend of golfer on the nintendo gamecube .
rev limit is a cancelled arcade racing game similar to ridge racer, that was in development in 1996 / 1997 by seta corporation for the nintendo 64 dd as one of the early titles announced for the console. the game was postponed many times and it was even “downgraded” from the 64dd to a “normal” n64 game, but in the end rev limit was never released. it seems that a playable version of rev limit should exist for the seta arcade board named “aleck 64”, based on the nintendo 64 hardware .
as a video game publisher, it made games for the nintendo entertainment system, the super nintendo entertainment system, and various other systems. [ 4 ] it made games in north america but mainly japan (specialising in golf and puzzle titles). seta also developed the arcade system, the aleck 64 which was based on n64 architecture. [ 5 ] also, seta co - developed the ssv (sammy, seta, visco) system. [ 6 ]
seta corp. is restructured with its headquarters in setagaya district in tokyo, with the objective of developing and selling game and amusement hardware and / or software .
caoili, erick, john andersen, staff .
veteran japanese studio seta closes doors .
gamasutra. january 21, 2009. retrieved on october 5, 2009 .
seta corporation, founded in 1955, has been a worldwide leader in providing income opportunities to a host of clients since 1989. we have done this primarily by making our palmbeach jewelry catalogs and products available for syndication. this risk - free opportunity has been proven time and time again, with our worldwide client base, to be a viable source for generating incremental profits to their bottom line. seta corporation takes pride in its state - of - the - art facilities and ability to create individualized marketing solutions for its partners using our proven promotional formats. each promotion can have such personalized items as unique 800 numbers for order entry and customer service, an individualized packing slip and bounce back order form and your company logo prominently featured on the cover. the following is a list of three proven promotional offers that have been mailed to millions of customers around the world! read more
most companies find that a managed services approach to their it technology needs is best. seta technologies does have a service that is for clients that have specific needs not suited to managed services .
seta technologies sdn bhd 19a - 17 - 3a, level 17, uoa center no. 19 jalan pinang, 50450 kuala lumpur, malaysia tel: + 603 2161 9988 fax: + 603 2161 5488
bio force ape is a game developed for the nintendo entertainment system in 1991 by the japanese developer seta corporation. although the game was showcased at the consumer electronics show in june of 1991 and even previewed at a nintendo power issue, the game was eventually cancelled in 1992. this game, along with other unreleased titles were usually discussed on online gaming fansites and message boards. although many of these games were discovered by collectors, bio force ape remained in mystery since no copies were ever found .
the aleck64 is the nintendo 64 design in arcade form, designed by seta in cooperation with nintendo, and sold from 1998 to 2003 only in japan. [ 12 ] nintendo and seta began working on their agreement for the board in 1996, hoping to recreate the business model namco and sony computer entertainment displayed with the namco system 11, i. e. to facilitate conversions of arcade games by basing an arcade board on the console hardware. [ 13 ]
rev limit is a cancelled arcade racing game similar to ridge racer, that was in development in 1996 / 1997 by seta corporation for the nintendo 64 dd as one of the early titles announced for the console. the game was postponed many times and it was even downgraded from the 64dd to a normal n64 game, but in the end rev limit was never released. it seems that a playable version of rev limit should exist for the seta arcade board named aleck 64, based on the nintendo 64 hardware. rev limit was one of the most hyped n64 games, and the fact that it was cancelled makes it one of the most fashinating unseen projects for the 64bit console. well never know if it was really fun to play or it was just another crappy racing game .
based on the deterioration of economic conditions within japan as caused by the current international financial crisis, seta came to the conclusion that the continuation of its business on its own would be difficult, and thereby resolved its dissolution and liquidation .
based on the deterioration of economic conditions within japan as caused by the current international financial crisis, seta came to the conclusion that the continuation of its business on its own would be difficult, and thereby resolved its dissolution and liquidation .
[ 7 ]
arbalester is a scrolling shoot' em up arcade game released by seta in 1989, licensed to taito and romstar. the player controls a fighter jet and shoots enemies in the air and on the ground, collects power - ups, and defeats bosses to advance levels .
the cd - i multimedia player was a console jointly developed by philips electronics nv and sony corporation in the mid - 80s. eventually, philips took the biggest part in the development process, responsible for at least 90 percent of cd - i' s development. it was rumored that mounting conflicts between sony and philips resulted in a parting of ways early in the console' s development .
several games were in development for the snes disk including robocop, cosmic osmo, gdleen from seta, and a pc port of virgin interactive' s 7th guest. robocop and cosmic osmo were later released on the pc. new editions in the final fantasy, zelda, mario and street fighter series were also rumored .
seta' s rev limit was shaping up to be one of the nintendo 64' s most promising racing games when it was hyped during the early days of the console' s lifespan. shots of the work - in - progress racer hinted at a real - world driving title with some impressive real - time lighting effects, variable weather conditions and a wide range of vehicles based on real marques. the game underwent several redesigns during its development and was even rumoured to have been switched from the n64 base system to a launch title for the infamous 64dd at one point. sadly, seta ran into financial troubles in the late 1990s and the game was quietly cancelled and considered lost... until now .
supposedly the game was suffering from framerate issues and seta told ign, in 1999, that the game was to be re - developed and nintendo was
probably
going to publish it. who knows if the 64dd version was actually finished, but with the fate of the 64dd by that time, the game simply vanished into the archives at nintendo of japan .
sound and music: nintendo s - smp chip (scp700 core) playlist feat. the soundtrack and the intro / attract mode video can be found here: urltoken more super nes / super famicom game music? this way please: urltoken music by masanao akahori f1 roc - race of champions / exhaust heat / エキゾースト・ヒート for the super nintendo entertainment system / super famicom (c) 1992 by seta / opus
the aleck64 is a jamma arcade system distributed by visco and developed by seta back in 1998, using the nintendo64 hardware licensed from nintendo. the system lasted until 2003 where the last batch of games were released, however during it' s 6 years lifespan the system only managed to get 10 releases and of those 10 a few were even
ported
over from the nintendo64 home console that we know .
as professional it service company in malaysia, seta technologioes believes in quality and customers satisfaction. we also believes in quality solution that can be useful for long periods. we always use latest tools and technologies to provide quality and innovative solutions that exceed our clients' satisfaction levels. we have a team of talented it experts who have extensive experience and expertise in their fields. we believe you can have the most satisfy results from us among it services companies in malaysia .
nosferatu opening / intro super nintendo snes nosferatu (ノスフェラトゥ ?) is an action platform game developed and published by seta corporation for the super nintendo entertainment system. it was released in japan on october 7, 1994, and in north america in october 1995. the game follows the story of a young man named kyle who has his girlfriend erin sequestered with the vampire nosferatu; he has the objective of obtaining their blood. kyle then goes up to the castle where nosferatu lurks with intent to rescue erin, but getting there, he discovers that the huge place is full of traps and violent creatures. the game starts with kyle being trapped in the dungeon of the castle, the player must escape from there and walk through the castle until they reach the tower where erin and nosferatu are. the game is played like prince of persia, however the player fights with his bare fists. despite that, they can use many unique moves and special combos with attacking. he fights various monsters such as frankenstein monsters, zombies, gargoyles and ghosts. the bosses are the werewolf, and beast men, amongst others. there are three types of crystals used in the game in addition to hourglass. finding an hourglass extends the in - game time. each crystal has its own unique abilities: red crystals give players a power up at every three crystals, green crystals recover the health of the player while the blue crystal extends the player' s health bar .
[ pc game ] raiden 3 raiden iii (雷電iii raiden surī) is a revival of the classic raiden series of scrolling shooter games. it was developed by the japanese company moss ltd. with some assistance and license by seibu kaihatsu which produced raiden and raiden ii, and published in japan by taito in 2005. it has also been published in the us by ufo interactive games, in europe by 505 games, and in china by soft - world international corporation. after a franchise hiatus of over 11 years following the release of raiden dx, set in a universe different from all previous games and updated with a new look and feel. raiden iii is the first to use a new taito type x arcade system developed by taito, instead of conventional arcade systems. new concepts are introduced, which includes a new 3d scrolling system that involves the camera pointing down normal to the player while the scenery moves in three dimensions: climbing, descending, and sometimes moving vertically. the blue laser concept is more like a beam, instead of the ones seen in prior instalments .
[ any ] 20th century 8ing / raizing a wave inc distributed by able corp. access software acclaim ace vending corp adk allied leisure alpha alpha denshi alpha / snk amenip / centuri american laser games american sammy american technos americorp arcadia artic associated overseas mfr inc atari atari games atari games / midway atlus bally midway bally sente banpresto banpresto / metro capcom capcom / incredible technologies cardinal amusement products catalina games centuri century electronics chicago coin chicago gaming company cinematronics comad comad & new japan systems competitive video compile comsoft / game world crown vending cvs technology data east deniam dooyong dynamo e - plus eastern micro electronics inc. eighting and hudson soft electra electronic arts enter - tech entertainment enterprises entertainment sciences epos evoga entertainment exidy fabtek face falcon fun games inc. funai gaelco game ace game plan game room game - a - tron gametek gdi general computer corp. gl gottlieb gottlieb / premier grand grand productions inc. gremlin greyhound hantarex hoei hudson soft hyperware ice igs incredible technologies interactive light irem jaleco jatre kaneko karateco kee games kitcorp kki komax konami kural samno kyoto kyugo leland magic conversions inc. magic electronics mci meadows games memetron merit metro micro research midway midway games west millenium games milwaukee coin mitchell moppet video mylstar namco namco / sega / wow entertainment nec neo - geo nichibutsu nichibutsu and alice co. ltd nihon bussan nintendo nintendo / broderbund nippon nmk nova games nutting and associates olympia omori orca outer limits p & p marketing pacific novelty pgd philco project support engineering psikyo ramtek rare rdi video systems rock - ola romstar sammy usa saurus sega sega / gremlin sega / gremlin / data east seibu denshi seibu kaihatsu sente seta sharp image shinkai inc. shoei sigma simutrek snk snk / saurus square status stern stern / konami strata strata and incredible technologies success sun corporation of america suna suna electronics sunn sunsoft tad tago electronics taito taiyo team play, inc. tecfri technosoft tecmo tehkan tele tronic toaplan tong tradewest unico united games universal unknown upl us billiards v - system veb polytechnik vectorbeam venture line video systems visco warashi williams woodplace inc world games yumekobo zaccaria zimag
cpu: r4300i @ 93. 75 mhz co - processor: 64 - bit risc processor @ 62. 5 mhz, rcp sp (sound and graphics processor), and dp (pixel drawing processor) sound: 16 bit stereo, 44. 1khz; adpcm sound compression, up to 100pcm channels ram: rambus d - ram 36 mbits res: 256 x 224 - 640 x 480 colours: 16. 8 million colors, 32 - bit rgba, pixel color frames buffer support & 21 - bit color video output, out of a 16. 8 million color palette it can display 32, 000 on screen colors at once. graphic effects: z - buffering, anti - aliasing, texture - mapping, fog, transparency, ray - tracing, gouraud shading, (featuring: tri - linear filtered mip - map interpolation, perspective correction, environment mapping) notes: produced by seta in co - operation with nintendo. pcb: picture this hardware is based on nintendo 64
according to this thread at the assembler games forum, this forgotten nintendo 64 racer recently surfaced in a yahoo auctions lot and was snapped up by japanese gamer and youtuber retrogametv, who then shared the images on twitter. the cartridge itself came with an n64 development unit and is a typical elongated prototype model that many pre - production games were tested on. the cartridge is unmarked except for a sticker with the code' nus - 16f32s' and' 128m + 256k' which hints at the capacity, and it is believed that the buyer did not know what was on the cart until he tested it himself. prior to this discovery, it wasn' t known how much of rev limit had been completed before it was canned, and it was speculated that a version of the game could have been finished (but similarly unreleased) for the aleck 64 arcade board. while this may sound unbelievable, it becomes a slightly more feasible prospect when you consider that the aleck 64 was based on the nintendo 64 hardware and was co - developed by seta and nintendo. another interesting detail about this find is the date shown on the title screen - 1999. the game was thought to have been cancelled by 1998 (after numerous delays) so this later date hints that rev limit could have continued to languish in development hell for a lot longer than originally thought .
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i had a casual phone conversation first, then was asked to come in and meet with a few people. i already knew some of the employees from a previous company, so i was able to meet with them individually and get a feel for the company and the culture. it was obvious that they wanted me to make sure it was a good fit as much as they wanted to make sure it was a good fit .
they asked about my background and what i liked to work on the most. what was my passion. answer question
they also asked what sort of company i wanted to work for and what type of position i was looking for. answer question
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formula 1 built to win, is a racing game that is centered around its career mode. once the player enters in his or her user name, the player has to start out driving a mini cooper without an international racing license. from there, he or she must earn the rankings needed to get better performing vehicles and automobile parts. these cars consist of the vector w2 and the ferrari f40, most of the game is driven with these vehicles .
races start out as single - lap events but become double - lap events as the player starts racing against more experienced competition in places like las vegas, nevada and hawaii. with gameplay similar to rad racer and pole position, the driver races towards the back of the screen. drivers must also be prepared to negotiate their way through civilian traffic .
adventures of tom sawyer (tom sawyer no bouken in japan) is a nintendo entertainment system video game released in 1989 that is based on the book by mark twain .
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in 2005, user paul brown posted a thread on thevideo game collectors forum digital press claiming that he found a bio force ape cartridge and even shared some pictures as well [ 1 ]. however, after a debate on the digitpress thread unfolded as to whether brown should have
dumped
the game (i. e. , to take a game from a game cartridge and make it into a rom to be played on an nes emulator) to make it available for play online, but reducing the cartridge' s sale value, or to treat the cartridge as a collectible item but preventing many video game enthusiasts from ever playing the game. brown ended the debate by showing the cartridge supposedly containing bio force ape shattered into pieces .
having seen the anger that revealing this game' s existence has caused, i have decided to destroy the cartridge. it is too powerful like that ring some midgets had to throw in a volcano. please everyone calm down now. it was just a game .
a cartridge with the prototype of bio force ape eventually surfaced and was dumped. a full playthrough can be found on youtube, and a rom of the game is available online. research is ongoing to confirm the actual dates of the release of the prototype .
bio force ape - unreleased ne... bio force ape uploaded by silver chariot
bio force ape (nes) - fake pr... bio force ape uploaded by silver chariot
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the game itself takes place during a thinly - veiled gulf war. a middle eastern country, zarak, is invading its smaller neighbor sweit. in early 1990, the p. d. f. launches operation desert corrado, with the aim of stopping the zarak military' s advance. as part of the air strike patrol, you fly either f - 15e strike eagles or a - 10 thunderbolt iis in support of the coalition .
what' s really notable about air strike patrol is that you' re not simply tasked with going out there and completing your missions; you also have to do it while managing public opinion and without being wasteful of weapons, fuel, and aircraft. three different gauges measure how effective and aggressive you are in destroying enemy units and targets, how good you are at managing supplies, and how well the coalition' s actions are received by the rest of the world—all of which rides on your actions. this adds a whole new layer of complexity in the game, by giving players a taste of what it' s like when soldiers and commanders are put in this very same position .
always accurate attack: zaraki forces—both their ground vehicles and the migs—have perfect target leading. if you don' t change your speed or direction when they fire a shot, you will get hit by it .
battle theme music: any time a mig engages you, the background music changes depending on the plane you' re flying. if it' s an f - 15e, the music is energetic and encouraging. if it' s an a - 10, however, the music is threatening and dramatic, as if underlining that you' re not the hunter—you' re the hunted .
: your aircraft' s cannons have these. you can hold down the trigger all day without running out of ammo or hurting your logistics score. this is the main advantage the a - 10 has over the f - 15e, as its cannon fires downward and is
averted with missiles and bombs, though. once you run out of those, you' ve got to return to base to rearm .
hyperspace arsenal: no matter if you' re flying an f - 15e or an a - 10, your aircraft will carry several times the amount of missiles and bombs that their real life counterparts can carry .
bullet hell: if enough zaraki forces are in one place (such as in the last mission) .
color - coded armies: allied tanks are green (the soldiers wear tan). zarak' s ground forces are tan. civilian vehicles are red .
color - coded for your convenience: zaraki migs come in three flavors: green (uses guns only), tan (uses missiles only), and red (uses both) .
: you' ll have three sets of possible loadouts for both the f - 15e and the a - 10 which are unlocked as you progress. in all cases, you only get
type of missile or bomb to take on the sortie. thankfully the choice isn' t permanent, but it does take several hours for base crews to change armaments ,
one of the f - 15e loadouts features aim - 9 sidewinders. this gives you an unmatched ability to knock down zaraki migs, but leaves you with no way to attack ground targets (and therefore complete your missions) unless you return to base and choose a different armament .
taking an f - 15e loaded with air - to - ground weapons might seem like a good compromise between an all - air f - 15e and an all - ground a - 10 since it can fire on other aircraft with the cannon, but you' ll often find yourself wasting precious time and fuel while locked in a
turning fight
with migs this way .
all the a - 10 loadouts are strictly air - to - ground, including the cannon—which, since it has infinite ammo, makes it easier to keep the supplies score up. however, you have no way of fighting back against migs if you haven' t spent a sortie shooting them down with an f - 15e first .
migs appear a limited number of times in each level however, meaning you can start with a f - 15e that' s fully air - to - air to deal with the migs, then switch over to the fully air - to - ground a - 10 and take care of the rest .
: be careful where you' re aiming. if you hit your own troops, it
if you' re using aim - 65 mavericks, you' ll see an indicator in the top left corner of the screen telling you if you' ve locked onto a friendly or enemy target .
hero insurance: world opinion will say otherwise if you bomb civilian buildings during your missions .
high speed missile dodge: your aircraft can out - turn missiles, and in many case it' s possible to shake off missiles through sheer maneuvers alone. this is handy for managing your supplies rating, since expended countermeasures are counted the same as expended munitions .
hero with bad publicity: gnn will air reports highlighting your screw - ups if you screw up too much .
100% adoration rating: if you manage to keep a high opinion rating, gnn will run reports extolling the weapons and technology being used to fight the war .
it' s up to you: no effort is made to make you feel like you' re part of a larger air campaign, as your plane seems to be the only coalition combat aircraft in the skies. there' s plenty of friendly forces on the ground, but they mostly mill around doing nothing, and rarely fire on enemy forces .
zarak' s leader, who goes unnamed but is seen on billboards around area 2 (zarak' s capital), looks like the splitting image of saddam hussein .
baghdad' s hands of victory monument can be seen in the background of the image that accompanies your debriefing after completing mission 7 .
he who must not be seen: the man behind the man' s forces are never directly confronted in the game, only mentioned and rumored in briefings .
misguided missile: it' s rare, but it' s possible for zaraki missiles to be tricked into blowing up their own buildings .
missile lock on: for aim - 9 sidewinders and agm - 65 mavericks .
: no matter how many migs the zarakis have in the air, only one of them will attack you at any time—and only when that mig is shot down does the next one appear in the mission zone (after a brief respite that is) .
zaraki forces usually won' t go for the macross missile massacre —they' ll only launch one at a time. if you' re already tangling with an enemy missile, any enemy vehicles capable of launching one will wait until you' ve defeated it (or until it blows up on you) before launching another .
: the force, supplies, and opinion meters all determine the kind of ending you get. if any of those are lacking, the ending will only be merely an okay ending (for example, you' ll be told that
was a political disaster if public opinion is the lowest of the three) .
golden ending: manage to win the game with high enough marks in your force / supplies / opinion meters and you' ll be treated to a hero' s welcome. this is not easy to do .
if your force score is low, you' ll be informed of the many families wearing yellow ribbons, worried by the large number of coalition casualties. then you' ll be told to go back to study at war college .
if your opinion score is low, the epilogue states that the heavy civilian casualties caused by the scud attacks led to numerous outbreaks of terrorism and warned not to enter politics, as it would take a minor miracle to regain the public' s trust .
if your supplies score is low, you' ll learn that the war was a financial disaster due to your carelessness with munitions and craft .
where you have limited resources. earlier you had more of a chance but then there are a number of endings .
managing logistics supplies and targeting was not commonplace during the day. you essentially had to destroy all your assigned targets in one go, without being shot down or taking a hit or running out of fuel, and take out as make zaraqi forces as you can without killing friendlies or civilians. even then it' s nigh impossible to not get the bad ending due to casualties, cost or condemnation of the war .
then there are the scud launchers. the second mission involves destroying every single one before they can launch and their location is random and changed each game. even after this mission you still have to hunt down and destroy every last one for the rest of the game, they are not on radar and again randomized and changed. miss just one and you get the bad ending .
nitro boost: the f - 15e can use its afterburners to provide a temporary speed boost, to get out of trouble quickly (or into trouble if so desired) .
non standard game over: failing to complete a mission in time isn' t the only way to get a game over —waste too many bombs and missiles, lose your aircraft too many times, or run public opinion into the ground and the coalition will be forced to pull out, with the commander giving you a nastygram in the process .
: the migs are all the same model, apparently, but their colors signify how they' ll attack you .
the u. n. tanks (m60a3 pattons) use the same sprites as the zaraki t - 80s, just colored green .
reporting names: some of the soviet vehicles and weapons in the game are referred to by their nato reporting names, although not always spelled correctly —and in one case, the wrong reporting name for a missile type is used .
self - imposed challenge: getting the perfect ending requires you to find and destroy every scud missile which is by far the hardest task in the game as the locations of the launcher sites are always randomly generated .
when flying an f - 15e, your commander will tell you
get' em outta here !
at the start of a sortie. this is from commander tom
stinger
jordan, uss enterprise' s cag, during the movie' s opening mig confrontation .
if you get hit during a mission, your pilot will shout
i' m hit, i' m hit !
this is from lieutenant tom
iceman
kazansky during the mig battle near the end of the movie .
shown their work: the f - 15e (though just referred to as an
f - 15
) and a - 10 both have access to the same kind of weapons they' re typically armed with from the time period. on the other hand, despite the accuracy used in the planes flown by the players, zaraki vehicles aren' t based on what the ba' athist iraq forces had during the gulf war. they are still mostly based on real military vehicles, though; the soviet mig - 29 fulcrum, mi - 24 hind, t - 80 main battle tank, sa - 4 ganef (spelled
gannif
), and the british rapier sam (including a tracked variant called the
rolland
). the only real problems are that the t - 80s have anti - aircraft missiles (they have anti - tank missiles in real life), and that there are trucks said to be armed with
swatter
anti - aircraft missiles (a nato reporting name given to a type of soviet anti - tank missile) .
slave to pr: if you want to get that golden ending and keep the gulf war from being seen as a second vietnam war, you' ve got to do your best to keep the public happy while still completing your missions. no pressure .
timed mission: all missions in the game are time - sensitive, but the time you have for each is measured in hours and days, so you won' t run out while in the mission zone. rather, fractions of hours are deducted every time you head into the combat zone, return to base for refueling and rearming, or when switching aircraft / weapon loadouts while at base. if you crash or run out of fuel during a mission, a huge chunk of time is wasted in rescuing you (to say nothing of what it means for your supplies rating). during missions, though, you are subject to a fuel gauge. in most cases you will have to return to base during the mission in order to refuel at the very least. if you linger too long in the mission zone and run out of fuel, you crash and take a big hit in your logistics score for crashing .
universal ammunition: your countermeasures, missiles, and bombs all draw from the same reserve—it' s probably why your plane has such a high ammo count in the first place .
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sony santa monica makes us care about kratos in this stunning revival of the series .
far cry 5' s story is a real let - down, but the action still makes for a solid co - op experience .
there are some elements around the edges that haven' t aged all that well, but burnout paradise is still a fantastic racing game .
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seta corporation ( 株式会社セタ kabushiki-gaisha seta ) ( full company name super entertainment and total amusement ) was a japanese computer gaming company , founded on october 1 , 1985 and dissolved on january 23 , 2009 . seta was headquartered in kōtō , tokyo . the american branch of seta was located in las vegas , nevada . as a video game publisher , it made games for the nintendo entertainment system , the super nintendo entertainment system , and various other systems . it made games in north america but mainly japan ( specialising in golf and puzzle titles ) . seta also developed the arcade system , the aleck 64 which was based on n64 architecture . also , seta co-developed the ssv ( sammy , seta , visco ) system . on december 2008 , parent company aruze announced that seta decided to close shop after 23 years of existence : " based on the deterioration of economic conditions within japan as caused by the current international financial crisis , seta came to the conclusion that the continuation of its business on its own would be difficult , and thereby resolved its dissolution and liquidation . "
seta corporation (株式会社セタ kabushiki-gaisha seta) (full company name super entertainment and total amusement) was a japanese computer gaming company, founded on october 1, 1985 and dissolved on january 23, 2009. seta was headquartered in kōtō, tokyo. the american branch of seta was located in las vegas, nevada. as a video game publisher, it made games for the nintendo entertainment system, the super nintendo entertainment system, and various other systems. it made games in north america but mainly japan (specialising in golf and puzzle titles). seta also developed the arcade system, the aleck 64 which was based on n64 architecture. also, seta co-developed the ssv (sammy, seta, visco) system. on december 2008, parent company aruze announced that seta decided to close shop after 23 years of existence: " based on the deterioration of economic conditions within japan as caused by the current international financial crisis, seta came to the conclusion that the continuation of its business on its own would be difficult, and thereby resolved its dissolution and liquidation. "
seta corporation (株式会社セタ kabushiki-gaisha seta) (full company name super entertainment and total amusement) was a japanese computer gaming company, founded on october 1, 1985 and dissolved on january 23, 2009. seta was headquartered in kōtō, tokyo. the american branch of seta was located in las vegas, nevada. as a video game publisher, it made games for the nintendo entertainment system, the super nintendo entertainment system, and various other systems. it made games in north america but mainly japan (specialising in golf and puzzle titles). seta also developed the arcade system, the aleck 64 which was based on n64 architecture. also, seta co-developed the ssv (sammy, seta, visco) system. on december 2008, parent company aruze announced that seta decided to close shop after 23 years of existence: " based on the deterioration of economic conditions within japan as caused by the current international financial crisis, seta came to the conclusion that the continuation of its business on its own would be difficult, and thereby resolved its dissolution and liquidation. "