2005 Reference Document

Total Page:16

File Type:pdf, Size:1020Kb

2005 Reference Document 2005 REFERENCE DOCUMENT Pursuant to Article 212-13 of the general regulations of the Autorité des Marchés Financiers , this reference document was filed with the Autorité des Marchés Financiers on 9 June 2006 under number XXX. It may be used in support of a financial operation if accompanied by a “note d’opération” (securities note) approved by the Autorité des Marchés Financiers . Pursuant to Article 28 of European Commission Regulation (EC) 809/2004, the following information is incorporated by reference into this reference document: ● The activity report, the individual financial statements, the general Auditors’ report, the Auditors’ report on the agreements referred to in Article L. 226-10 of the French Commercial Code and made by Gameloft S.A., the consolidated financial statements and the Auditors’ report on the consolidated financial statements for FY 2003, as presented on pages 61 to 76, 77 to 80, 39 to 58 and 59 to 60, respectively, of the reference document filed with the Commission des Opérations de Bourse on 4 May 2004 under number D.04-0649. ● The activity report, the individual financial statements, the general Auditors’ report, the Auditors’ report on the agreements referred to in Article L. 226-10 of the French Commercial Code and made by Gameloft S.A., the consolidated financial statements, the Auditors’ report on the consolidated financial statements and the Auditors’ report on the agreements referred to in Article L. 226-10 of the French Commercial Code and made by Gameloft S.A. for FY 2004, as presented on pages 72 to 89, 90 to 94, 45 to 69 and 70 to 71, respectively, of the reference document filed with the Autorité des Marchés Financiers on 10 June 2005 under number D.05-871. Copies of this document are available at the business address of GAMELOFT S.A.– 14, rue Auber – 75009 PARIS and at the company’s registered office. Registered office: 81 rue de Réaumur 75002 Paris French corporation with capital of 3,442,515.80 euros Tel.: (33) 1 58 16 20 40 Paris Corporate and Trade Register No. 429 338 130 - NAF code 722 A 1 CONTENTS 1 PERSONS RESPONSIBLE FOR THE DOCUMENT AND FOR THE AUDIT OF THE FINANCIAL STATEMENTS ............................................................................................................. 8 1.1 Person responsible for the document ...................................................................................... 8 1.2 Certification of the person responsible for the document ....................................................... 8 1.3 Names and addresses of Gameloft S.A’s. auditors ................................................................. 8 1.3.1 Principal auditors ........................................................................................................................................ 8 1.3.2 Alternate auditors ........................................................................................................................................ 9 1.4 Person responsible for financial communication .................................................................... 9 1.5 Financial communication schedule ......................................................................................... 9 2 GAMELOFT S.A. AND ITS CAPITAL..................................................................................... 10 2.1 General information about Gameloft S.A. ............................................................................ 10 2.1.1 Corporate name (Article 1 of the Articles of Incorporation) ..................................................................... 10 2.1.2 Registered office (Article 2 of the Articles of Incorporation) ................................................................... 10 2.1.3 Legal form (Article 1 of the Articles of Incorporation) ............................................................................ 10 2.1.4 Nationality ................................................................................................................................................ 10 2.1.5 Date created and duration ......................................................................................................................... 10 2.1.6 Corporate purpose (Article 3 of the Articles of Incorporation) ................................................................. 10 2.1.7 Corporate and Trade Register ................................................................................................................... 10 2.1.8 Consultation of documents and information concerning the company ..................................................... 10 2.1.9 Accounting period (Article 8 of the Articles of Incorporation) ................................................................ 11 2.1.10 General Meetings (Article 14 of the Articles of Incorporation) ................................................................ 11 2.1.11 Rights and obligations attached to shares (Articles 7 and 8 of the Articles of Incorporation) .................. 11 2.1.12 Buyback by the company of its own shares .............................................................................................. 12 2.1.13 Holdings outside the statutory thresholds (Article 6 of the Articles of Incorporation) ............................. 12 2.1.14 Year-end financial statements – Allocation and distribution of earnings - Payment of dividends (Article 16 of the Articles of Incorporation) .......................................................................................................................... 12 2.2 General information about the share capital ......................................................................... 12 2.2.1 Capital ....................................................................................................................................................... 12 2.2.2 Structure of the Gameloft group at 31 December 2005 ............................................................................ 20 2.2.3 Distribution of capital and voting rights ................................................................................................... 21 2.2.4 Summary of the operations referred to in Article L. 621-18-2 of the French Monetary and Financial Code 23 2.2.5 Changes in share price since listing on the stock exchange ...................................................................... 24 2.2.6 Commitment to retain shares .................................................................................................................... 27 2.2.7 Dividends .................................................................................................................................................. 27 2.2.8 Shareholders’ agreement ........................................................................................................................... 27 2.2.9 Pledged shares and assets .......................................................................................................................... 27 2.2.10 Agenda of the Combined General Meeting of 27 June 2006 .................................................................... 27 3 PRESENTATION OF THE COMPANY AND THE GROUP .................................................. 34 3.1 Credentials ............................................................................................................................ 34 2 3.2 Gameloft’s activity ............................................................................................................... 34 3.2.1 Mobile telephone games ........................................................................................................................... 34 3.2.2 The Internet ............................................................................................................................................... 35 3.3 The group's strategy and future outlook ............................................................................... 36 3.3.1 The group’s strategy ................................................................................................................................. 36 3.3.2 Future outlook and recent developments .................................................................................................. 40 3.3.3 Growth and investment strategy ............................................................................................................... 41 3.4 The group’s management and organisation .......................................................................... 42 3.4.1 Central functions ....................................................................................................................................... 42 3.4.2 Subsidiaries ............................................................................................................................................... 42 3.4.3 The company’s administrative and financial organisation ........................................................................ 42 3.4.4 Partnership agreements ............................................................................................................................. 43 3.4.5 Gameloft’s strengths and weaknesses ....................................................................................................... 43 3.5 Risk factors ........................................................................................................................... 43 3.5.1 Risks related to failure to implement the development plan ....................................................................
Recommended publications
  • 95C3ebaf-114F-468C-9942-2B9cb7ebdef9.Pdf
    PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE WARNING - Repetitive Motion Injuries and Eyestrain ® USING YOUR NINTENDO HARDWARE SYSTEM, GAME CARD OR Playing video games can make your muscles, joints, skin or eyes hurt after a few hours. Follow these ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND instructions to avoid problems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain: SAFETY INFORMATION. • Avoid excessive play. It is recommended that parents monitor their children for appropriate play. • Take a 10 to 15 minute break every hour, even if you don't think you need it. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING • When using the stylus, you do not need to grip it tightly or press it hard against the screen. Doing so may cause fatigue or discomfort. WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. • If your hands, wrists, arms or eyes become tired or sore while playing, stop and rest them for several hours before playing again. • If you continue to have sore hands, wrists, arms or eyes during or after play, stop playing and see a doctor. WARNING - Seizures • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, such as while watching TV or playing video games, even if they have never had a seizure before. WARNING - Battery Leakage • Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. The Nintendo DS contains a rechargeable lithium ion battery pack.
    [Show full text]
  • 2006 Reference Document
    2006 REFERENCE DOCUMENT Pursuant to Article 212-13 of the General Regulations of the Autorité des Marchés Financiers (AMF), this reference document was filed with the AMF on June 6, 2007. It may be used in support of a financial operation if accompanied by a “note d’opération” (securities note) approved by the AMF. Pursuant to Article 28 of European Commission (EC) Regulation 809/2004, the following information is included in this reference document by way of reference: ● The consolidated and individual financial statements for the fiscal year ended December 31, 2004, as well as the related statutory auditors’ reports, appear on pages 45 to 94 of the reference document filed with the AMF on June 10, 2005 under number D.05-871. ● The consolidated and individual financial statements for the fiscal year ended December 31, 2005, as well as the related statutory auditors’ reports, appear on pages 46 to 100 of the reference document filed with the AMF on June 9, 2006 under number D. 06-0546. Copies of this document are available at the business address of Gameloft S.A.– 14, rue Auber – 75009 Paris and at the company’s registered office. Registered office: 81 rue de Réaumur 75002 Paris French corporation with capital of 3,537,829.20 euros Tel.: (33) 1 58 16 20 40 Paris Corporate and Trade Register No. 429 338 130 - NAF code 722 A 1 CONTENTS 1 PERSONS RESPONSIBLE FOR THE DOCUMENT AND FOR THE AUDIT OF THE FINANCIAL STATEMENTS ............................................................................................................. 8 1.1 Person responsible for the document ...................................................................................... 8 1.2 Certification of the person responsible for the document ......................................................
    [Show full text]
  • COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
    COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined.
    [Show full text]
  • „Child of Eden“-Steuerung: Körperbewegung Statt Knopfdruck
    „Child of Eden“-Steuerung: Körperbewegung statt Knopfdruck 14 2/ 2011 KulturSPIEGEL Was würde Kandinsky tun? Wedeln, streicheln, klatschen: Tetsuya Mizuguchis Computer - spiel „Child of Eden“ muss man tanzen. VON CARSTEN GÖRIG FOTOS: GUNTER GLÜCKLICH „Hoffnung und Glück, das sind die Themen von ,Child of Eden‘“, sagt Tetsuya Mizuguchi, 45. Sanft redet der Japaner, kaum hörbar über dem Summen der Geräte, die in den vollgepackten Räumen seines Studios Q Entertainment im Meguro-Bezirk von Tokio arbeiten. Der Spieleentwickler versucht, inmitten von Sofas, Computern, Fernsehern und Musikinstrumenten Platz zu finden. Platz braucht er für seine neueste Erfindung. Denn „Child of Eden“ kann mit Gesten gespielt werden, ganz ohne Tasten oder Knöpfe. Sanft, fast wie ein Masseur streichelt Mizuguchi die Luft, öffnet die Arme, klatscht. Die Frau auf dem Bildschirm, bleich wie ein Geist, reagiert sofort auf den Befehl des Meisters, amöbenartige Wesen werden beschossen, lösen sich auf, Farben flackern psyche - delisch. Die Frau bewegt sich durch die Welt der abstrakten Formen, der schwimmenden und tanzenden Strukturen, singt zu der euphorisierenden Musik, gesteuert von Mizuguchis Händen. „Child of Eden“ ist das erste Spiel, das die Kinect-Technologie der Xbox-360-Konsole von Microsoft für mehr als alberne kleine Spielchen oder für Fitnessübungen nutzt. Die Kinect-Kamera fängt Bewegungen des Spielers ein. Handbewegungen, die an meditatives Tafelwischen erinnern, ersetzen den Knopfdruck. Für Mizuguchi ist die Kinect-Technik ein Geschenk, denn er arbeitet wie kein anderer daran, mit seinen Spielen alle Sinne KulturSPIEGEL 2/ 2011 15 mer 1998 verabschiedete. Nach einem Besuch bei Opel in Rüsselsheim und Mercedes Benz in Stutt - gart fuhr er nach Zürich, besuchte die Stadt am Wochenende der Street Parade, der Schweizer Ent - sprechung zur Love Parade.
    [Show full text]
  • The Dreamcast, Console of the Avant-Garde
    Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts.
    [Show full text]
  • 09062299296 Omnislashv5
    09062299296 omnislashv5 1,800php all in DVDs 1,000php HD to HD 500php 100 titles PSP GAMES Title Region Size (MB) 1 Ace Combat X: Skies of Deception USA 1121 2 Aces of War EUR 488 3 Activision Hits Remixed USA 278 4 Aedis Eclipse Generation of Chaos USA 622 5 After Burner Black Falcon USA 427 6 Alien Syndrome USA 453 7 Ape Academy 2 EUR 1032 8 Ape Escape Academy USA 389 9 Ape Escape on the Loose USA 749 10 Armored Core: Formula Front – Extreme Battle USA 815 11 Arthur and the Minimoys EUR 1796 12 Asphalt Urban GT2 EUR 884 13 Asterix And Obelix XXL 2 EUR 1112 14 Astonishia Story USA 116 15 ATV Offroad Fury USA 882 16 ATV Offroad Fury Pro USA 550 17 Avatar The Last Airbender USA 135 18 Battlezone USA 906 19 B-Boy EUR 1776 20 Bigs, The USA 499 21 Blade Dancer Lineage of Light USA 389 22 Bleach: Heat the Soul JAP 301 23 Bleach: Heat the Soul 2 JAP 651 24 Bleach: Heat the Soul 3 JAP 799 25 Bleach: Heat the Soul 4 JAP 825 26 Bliss Island USA 193 27 Blitz Overtime USA 1379 28 Bomberman USA 110 29 Bomberman: Panic Bomber JAP 61 30 Bounty Hounds USA 1147 31 Brave Story: New Traveler USA 193 32 Breath of Fire III EUR 403 33 Brooktown High USA 1292 34 Brothers in Arms D-Day USA 1455 35 Brunswick Bowling USA 120 36 Bubble Bobble Evolution USA 625 37 Burnout Dominator USA 691 38 Burnout Legends USA 489 39 Bust a Move DeLuxe USA 70 40 Cabela's African Safari USA 905 41 Cabela's Dangerous Hunts USA 426 42 Call of Duty Roads to Victory USA 641 43 Capcom Classics Collection Remixed USA 572 44 Capcom Classics Collection Reloaded USA 633 45 Capcom Puzzle
    [Show full text]
  • Artscience Museum Reimagines Videogames with New Exhibition Virtual Realms: Videogames Transformed
    FOR IMMEDIATE RELEASE ArtScience Museum reimagines videogames with new exhibition Virtual Realms: Videogames Transformed Overcoming the challenges of the pandemic, the exhibition makes its global premiere in Singapore SINGAPORE (9 June 2021) – Visitors will be transported to a new dimension at ArtScience Museum’s latest exhibition, Virtual Realms: Videogames Transformed. Making its international debut in Singapore on 12 June, the exhibition showcases videogame creativity in six new installations that reshape how games can be experienced in virtual and physical realms. Co-curated by celebrated game designer Tetsuya Mizuguchi, in collaboration with the Barbican in London, Virtual Realms is a co-production with ArtScience Museum and Melbourne Museum. The new artworks presented in Virtual Realms are conceived by some of the world’s leading videogame developers, KOJIMA PRODUCTIONS (makers of DEATH STRANDING), Enhance (Tetsuya Mizuguchi and team behind Rez Infinite), thatgamecompany (authors of the game, Sky: Children of the Light), Tequila Works (the studio that made RiME), Media Molecule (creators of Dreams) and David OReilly (creator of the game, Everything). They have each developed a newly commissioned installation inspired by these games, working in collaboration with the media artists and design studios, Rhizomatiks, FIELD.IO, The Mill, Marshmallow Laser Feast, onedotzero and The Workers. The immersive exhibition introduces visitors to new ways of approaching and enjoying videogames through six key themes – SYNESTHESIA, UNITY, CONNECTION, PLAY, NARRATIVE and EVERYTHING. Appendix I has full details of each of the interactive experiences. “Virtual Realms is a multi-sensorial, interactive presentation of artworks inspired by videogames. To present the global premiere of this extraordinary exhibition at ArtScience Museum, we had to work together with our colleagues at the Barbican, and all the game designers and artists in the exhibition, on overcoming a myriad of challenges presented by the Covid-19 pandemic.
    [Show full text]
  • Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
    “Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher.
    [Show full text]
  • Ubisoft® Announces Child of Edentm, an Immersive Multi-Sensory Journey in Partnership with Tetsuya Mizuguchi
    UBISOFT® ANNOUNCES CHILD OF EDENTM, AN IMMERSIVE MULTI-SENSORY JOURNEY IN PARTNERSHIP WITH TETSUYA MIZUGUCHI Ubisoft in collaboration with Q? Entertainment Inc. and its renowned creator Tetsuya Mizuguchi to offer innovative new gaming experience LOS ANGELES, USA – June 14, 2010 – Today Ubisoft announced Child of Eden, developed by Q? Entertainment Inc. under the direction of the renowned game creator Tetsuya Mizuguchi. Child of Eden is a multi-sensory shooter that will send players diving into a kaleidoscopic matrix of synchronized music and mind-blowing visuals that will usher forth a landmark game experience. Scheduled for a Q1 2011 release on the Xbox 360® video game and entertainment system from Microsoft and for the PlayStation®3 computer entertainment system, TM the game will also be compatible with Kinect for Xbox 360® that will provide an enhanced gameplay experience as the player will become truly immersed in the game, with no physical barriers between him and the game world. Child of Eden thrusts the player into the center of a battle to save Project Lumi, a mission to reproduce a human personality inside Eden, the archive of all human memories. As the project nears completion, the archive is invaded by an unknown virus. The player’s mission is to save Eden from the virus, restoring hope and peace. Key features of Child of Eden: Multi-sensory effect: A visionary entertainment experience that synchronizes stunning graphics and innovative sound design to electrify the senses. By bringing physics in synergy with spectacular visuals and audio, Child of Eden is creating the next-generation sensory experience.
    [Show full text]
  • Ubisoft Puts Full Support Behind European Launch of Psp
    UBISOFT PUTS FULL SUPPORT BEHIND EUROPEAN LAUNCH OF PSP New Lineup of Exciting Titles to Hit Retail Shelves in Coming Months Paris, FRANCE œ September 26, 2005 œ Today Ubisoft, one of the world‘s largest video game publishers, reveals some of its upcoming titles to be released in Europe for the PSP™ (PlayStation® Portable) from Sony Computer Entertainment. With several games both in development and being published, Ubisoft is lending its entire weight to the new platform, recently introduced to the European market on September 1, 2005 with record-breaking sales after winning over consumers in Asia and North America. A PSP game based on the Prince of Persia ® series is among the upcoming adventures based on Ubisoft‘s major brands that the new system‘s owners can experience. It will be joined early 2006 by 187 Ride or Die™ PSP and other titles inspired by the company‘s line-up of games. The musical puzzler Lumines ™, created by renowned developer Tetsuya Mizuguchi and published by Ubisoft as a PSP launch title, has already enjoyed strong sales and critical acclaim. It will soon be joined by several other titles, set to hit shelves in Europe before the end of 2005: FRANTIX - a character-based 3D puzzle-solving adventure GripShift™ œ combine action-packed 3D stunt driving with puzzle-solving Tales of Eternia ™ œ the first Japanese RPG for the system, developed by Namco Ubisoft will announce additional titles for the first quarter of 2006. —The PSP is a fantastic new system for gamers on the move,“ said Alain Corre, executive director of EMEA territories at Ubisoft.
    [Show full text]
  • €˜Tetris Effect’ Turns Classic Game Into Immersive Experience
    ‘Tetris Effect’ Turns Classic Game into Immersive Experience 06.06.2018 Tetris is getting trippy. Sony's trailer announcing an update to the classic game is a visual masterpiece, using bright lights, colors and music to explain the science that inspired Tetris Effect, hitting PlayStation VR and PlayStation 4 this fall. Between cosmic visuals and kaleidoscope-esc transitions, a narrator breaks down the phenomenon, researched at Harvard Medical School in 2000. Participants in a study reported seeing imagery from the game hours after they finished playing-including those with brain damage that prevented them from forming new memories, and who could not recall ever playing it. "Blocks," the narrator says. "They all saw blocks, falling through space." The luminescent announcement spot offers a window into how Tetris Effect will evolve through gameplay that offers a visual and audio experience. Along with Enhance Games, it's developed by Tetsuya Mizuguchi, who is behind the puzzle series Rez Infinite that's known for its music and visual effects, as well Lumines. The idea behind Tetris Effect the game is to amplify and enhance that same magical feeling where you just can't get it out of your head, and not just the falling shapes, but all the visuals, the sounds, the music - everything!" says Mizuguchi on PlayStation Blog. The game will offer more than 30 stages that "immerse players in different fantastical worlds that react and evolve based on how you play." Background elements, audio, special effects , even the Tetris pieces themselves, will pulse, dance, shimmer, make music and explode in perfect sync with how players play.
    [Show full text]
  • Tekan Bagi Yang Ingin Order Via DVD Bisa Setelah Mengisi Form Lalu
    DVDReleaseBest 1Seller 1 1Date 1 Best4 15-Nov-2013 1 Seller 1 1 1 Best2 1 1-Dec-2014 1 Seller 1 2 1 Best1 1 30-Nov-20141 Seller 1 6 2 Best 4 1 9 Seller29-Nov-2014 2 1 1 1Best 1 1 Seller1 28-Nov-2014 1 1 1 Best 1 1 9Seller 127-Nov-2014 1 1 Best 1 1 1Seller 1 326-Nov-2014 1 Best 1 1 1Seller 1 1 25-Nov-20141 Best1 1 1 Seller 1 1 1 24-Nov-2014Best1 1 1 Seller 1 2 1 1 Best23-Nov- 1 1 1Seller 8 1 2 142014Best 3 1 Seller22-Nov-2014 1 2 6Best 1 1 Seller2 121-Nov-2014 1 2Best 2 1 Seller8 2 120-Nov-2014 1Best 9 11 Seller 1 1 419-Nov-2014Best 1 3 2Seller 1 1 3Best 318-Nov-2014 1 Seller1 1 1 1Best 1 17-Nov-20141 Seller1 1 1 1 Best 1 1 16-Nov-20141Seller 1 1 1 Best 1 1 1Seller 15-Nov-2014 1 1 1Best 2 1 Seller1 1 14-Nov-2014 1 1Best 1 1 Seller2 2 113-Nov-2014 5 Best1 1 2 Seller 1 1 112- 1 1 2Nov-2014Best 1 2 Seller1 1 211-Nov-2014 Best1 1 1 Seller 1 1 1 Best110-Nov-2014 1 1 Seller 1 1 2 Best1 9-Nov-20141 1 Seller 1 1 1 Best1 18-Nov-2014 1 Seller 1 1 3 2Best 17-Nov-2014 1 Seller1 1 1 1Best 1 6-Nov-2014 1 Seller1 1 1 1Best 1 5-Nov-2014 1 Seller1 1 1 1Best 1 5-Nov-20141 Seller1 1 2 1 Best1 4-Nov-20141 1 Seller 1 1 1 Best1 14-Nov-2014 1 Seller 1 1 1 Best1 13-Nov-2014 1 Seller 1 1 1 1 13-Nov-2014Best 1 1 Seller1 1 1 Best12-Nov-2014 1 1 Seller 1 1 1 Best2 2-Nov-2014 1 1 Seller 3 1 1 Best1 1-Nov-2014 1 1 Seller 1 1 1 Best5 1-Nov-20141 2 Seller 1 1 1 Best 1 31-Oct-20141 1Seller 1 2 1 Best 1 1 31-Oct-2014 1Seller 1 1 1 Best1 1 1 31-Oct-2014Seller 1 1 1 Best1 1 1 Seller 131-Oct-2014 1 1 Best 1 1 1Seller 1 30-Oct-20141 1 Best 1 3 1Seller 1 1 30-Oct-2014 1 Best1
    [Show full text]