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Konami Krazy Racers

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Konami Krazy Racers is a 2001 kart -themed racing video game published and developed by Konami for the Game Boy Advance , released as a launch title for the system. Konami Krazy Racers makes use of a variety of characters and concepts from several of Konami's franchises, including Castlevania , Metal Gear , and Gradius . It plays similarly to the Mario Kart series, with eight characters per circuit and offensive/defensive items placed at predetermined points in the tracks. Konami Krazy Racers received mostly positive reviews. It was later released through the Virtual Console for Wii U in 2015.

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55-402: Konami Krazy Racers plays similarly to other kart racing games, most notably Mario Kart Super Circuit . Each race begins at the starting line, where eight racers are lined up in certain positions. Each of the seven computers are placed in the closest seven positions to the starting line, but the player character always starts a circuit in eighth place. This placement may change in the next race of

110-545: A b c d ] ( [ x y ] − [ x 0 y 0 ] ) + [ x 0 y 0 ] {\displaystyle {\begin{bmatrix}x'\\y'\end{bmatrix}}={\begin{bmatrix}a&b\\c&d\end{bmatrix}}\left({\begin{bmatrix}x\\y\end{bmatrix}}-{\begin{bmatrix}x_{0}\\y_{0}\end{bmatrix}}\right)+{\begin{bmatrix}x_{0}\\y_{0}\end{bmatrix}}} . All arithmetic

165-425: A {\displaystyle a} , b {\displaystyle b} , c {\displaystyle c} , and d {\displaystyle d} ( which together define the matrix M {\displaystyle \mathbf {M} } ), and x 0 {\displaystyle x_{0}} and y 0 {\displaystyle y_{0}} (which define

220-406: A "1" at the end, and all matrices be augmented with an extra row of zeros at the bottom, an extra column—the translation vector—to the right, and a "1" in the lower right corner. If A {\displaystyle A} is a matrix, is equivalent to the following The above-mentioned augmented matrix is called an affine transformation matrix . In the general case, when the last row vector

275-439: A button to accelerate at the beginning. The player can pick up coins off of the track which may be spent on items in a shop, and depending on the character the player controls, he or she may try to cause another player to spin-out. The player may use other buttons to do such actions as jump and brake, which aides in maneuverability. Placed throughout the races are red and blue bells. The red bells contain any variety of items, while

330-431: A certain axis may give a clearer idea of the overall behavior of the transformation than describing it as a combination of a translation and a rotation. However, this depends on application and context. An affine map f : A → B {\displaystyle f\colon {\mathcal {A}}\to {\mathcal {B}}} between two affine spaces is a map on the points that acts linearly on

385-404: A different transformation matrix for each scanline. In this way, pseudo-perspective, curved surface, and distortion effects can be achieved. Mode 7 graphics are generated for each pixel by mapping screen coordinates to background coordinates using an affine transformation and sampling the corresponding background color. The 2D affine transformation is specified for each scanline by 6 parameters:

440-553: A few other ways, as follows. If an origin O ∈ A {\displaystyle O\in {\mathcal {A}}} is chosen, and B {\displaystyle B} denotes its image f ( O ) ∈ B {\displaystyle f(O)\in {\mathcal {B}}} , then this means that for any vector x → {\displaystyle {\vec {x}}} : If an origin O ′ ∈ B {\displaystyle O'\in {\mathcal {B}}}

495-523: A mathematical term is defined in connection with tangents to curves in Euler 's 1748 Introductio in analysin infinitorum . Felix Klein attributes the term "affine transformation" to Möbius and Gauss . In their applications to digital image processing , the affine transformations are analogous to printing on a sheet of rubber and stretching the sheet's edges parallel to the plane. This transform relocates pixels requiring intensity interpolation to approximate

550-460: A space with any number of dimensions. (Furthermore, the new points need not be distinct from each other and need not form a non-degenerate simplex.) The unique augmented matrix M that achieves the affine transformation [ y 1 ] = M [ x 1 ] {\displaystyle {\begin{bmatrix}\mathbf {y} \\1\end{bmatrix}}=M{\begin{bmatrix}\mathbf {x} \\1\end{bmatrix}}}

605-401: A straight line. If X is the point set of an affine space, then every affine transformation on X can be represented as the composition of a linear transformation on X and a translation of X . Unlike a purely linear transformation, an affine transformation need not preserve the origin of the affine space. Thus, every linear transformation is affine, but not every affine transformation

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660-535: A translation, in which the origin must necessarily be mapped to some other point. By appending the additional coordinate "1" to every vector, one essentially considers the space to be mapped as a subset of a space with an additional dimension. In that space, the original space occupies the subset in which the additional coordinate is 1. Thus the origin of the original space can be found at ( 0 , 0 , … , 0 , 1 ) {\displaystyle (0,0,\dotsc ,0,1)} . A translation within

715-427: A vector space (with respect to the point c ) by defining: This vector space has origin c and formally needs to be distinguished from the affine space X , but common practice is to denote it by the same symbol and mention that it is a vector space after an origin has been specified. This identification permits points to be viewed as vectors and vice versa. For any linear transformation λ of V , we can define

770-650: Is M = [ y 1 ⋯ y n + 1 1 ⋯ 1 ] [ x 1 ⋯ x n + 1 1 ⋯ 1 ] − 1 . {\displaystyle M={\begin{bmatrix}\mathbf {y} _{1}&\cdots &\mathbf {y} _{n+1}\\1&\cdots &1\end{bmatrix}}{\begin{bmatrix}\mathbf {x} _{1}&\cdots &\mathbf {x} _{n+1}\\1&\cdots &1\end{bmatrix}}^{-1}.} An affine transformation preserves: As an affine transformation

825-412: Is invertible , the square matrix A {\displaystyle A} appearing in its matrix representation is invertible . The matrix representation of the inverse transformation is thus The invertible affine transformations (of an affine space onto itself) form the affine group , which has the general linear group of degree n {\displaystyle n} as subgroup and

880-401: Is a sequel to the title released in 2009 initially for iOS and in 2011 for Android. It features a total of 12 characters from Konami franchises, four of which return from Konami Krazy Racers . It received above-average reviews according to the review aggregation website GameRankings . Pocket Gamer gave it three-and-a-half stars out of five. Mode 7 Mode 7 is a graphics mode on

935-532: Is also chosen, this can be decomposed as an affine transformation g : A → B {\displaystyle g\colon {\mathcal {A}}\to {\mathcal {B}}} that sends O ↦ O ′ {\displaystyle O\mapsto O'} , namely followed by the translation by a vector b → = O ′ B → {\displaystyle {\vec {b}}={\overrightarrow {O'B}}} . The conclusion

990-629: Is an automorphism of an affine space (Euclidean spaces are specific affine spaces), that is, a function which maps an affine space onto itself while preserving both the dimension of any affine subspaces (meaning that it sends points to points, lines to lines, planes to planes, and so on) and the ratios of the lengths of parallel line segments. Consequently, sets of parallel affine subspaces remain parallel after an affine transformation. An affine transformation does not necessarily preserve angles between lines or distances between points, though it does preserve ratios of distances between points lying on

1045-490: Is an affine map if and only if for every family { ( a i , λ i ) } i ∈ I {\displaystyle \{(a_{i},\lambda _{i})\}_{i\in I}} of weighted points in A {\displaystyle {\mathcal {A}}} such that we have In other words, f {\displaystyle f} preserves barycenters . The word "affine" as

1100-417: Is carried out on 16-bit signed fixed point numbers, while all offsets are limited to 13 bits. The radix point is between bits 7 and 8. This graphical method is suited to racing games, and is used extensively for the overworld sections of role-playing games such as Square 's popular 1994 game Final Fantasy VI . The effect enables developers to create the impression of sprawling worlds that continue toward

1155-414: Is itself a subgroup of the general linear group of degree n + 1 {\displaystyle n+1} . The similarity transformations form the subgroup where A {\displaystyle A} is a scalar times an orthogonal matrix . For example, if the affine transformation acts on the plane and if the determinant of A {\displaystyle A} is 1 or −1 then

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1210-429: Is linear. Examples of affine transformations include translation, scaling , homothety , similarity , reflection , rotation , hyperbolic rotation , shear mapping , and compositions of them in any combination and sequence. Viewing an affine space as the complement of a hyperplane at infinity of a projective space , the affine transformations are the projective transformations of that projective space that leave

1265-414: Is not restricted to be [ 0 ⋯ 0 1 ] {\displaystyle \left[{\begin{array}{ccc|c}0&\cdots &0&1\end{array}}\right]} , the matrix becomes a projective transformation matrix (as it can also be used to perform projective transformations ). This representation exhibits the set of all invertible affine transformations as

1320-412: Is positive. In the last case this is in 3D the group of rigid transformations ( proper rotations and pure translations). If there is a fixed point, we can take that as the origin, and the affine transformation reduces to a linear transformation. This may make it easier to classify and understand the transformation. For example, describing a transformation as a rotation by a certain angle with respect to

1375-439: Is that, intuitively, f {\displaystyle f} consists of a translation and a linear map. Given two affine spaces A {\displaystyle {\mathcal {A}}} and B {\displaystyle {\mathcal {B}}} , over the same field, a function f : A → B {\displaystyle f\colon {\mathcal {A}}\to {\mathcal {B}}}

1430-693: Is well defined by the equation g ( y − x ) = f ( y ) − f ( x ) ; {\displaystyle g(y-x)=f(y)-f(x);} here, as usual, the subtraction of two points denotes the free vector from the second point to the first one, and " well-defined " means that y − x = y ′ − x ′ {\displaystyle y-x=y'-x'} implies that f ( y ) − f ( x ) = f ( y ′ ) − f ( x ′ ) . {\displaystyle f(y)-f(x)=f(y')-f(x').} If

1485-516: The Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different depth effects. It also supports wrapping effects such as translation and reflection. The most famous of these effects is the application of a perspective effect on a background layer by scaling and rotating the background layer in this manner. This transforms

1540-412: The semidirect product of K n {\displaystyle K^{n}} and GL ⁡ ( n , K ) {\displaystyle \operatorname {GL} (n,K)} . This is a group under the operation of composition of functions, called the affine group . Ordinary matrix-vector multiplication always maps the origin to the origin, and could therefore never represent

1595-659: The Genesis, added scaling and rotation support on hardware level, as used by Sonic CD and Formula One World Championship: Beyond the Limit . Similarly, such Amiga games include Mr. Nutz: Hoppin' Mad , Lionheart , Obitus , and Brian the Lion . Filip Hautekeete and Peter Vermeulen created a demo showcasing an emulated interpretation of the Mode 7 graphics mode found in the Super NES to test

1650-715: The Super NES without the hardware acceleration of Mode 7, such as Axelay 's rolling pin vertical scrolling; and then it uses Mode 7 in one boss and in the end credits sequence. Many Mode 7 games were remade for Game Boy Advance using effects implemented by software. The Sega Genesis has no hardware-native feature comparable to Mode 7. However, as in Tales of Phantasia and Star Ocean ' s sprite effect add-ins, some comparable technical feats were programmed entirely in software, as in Dick Vitale's "Awesome, Baby!" College Hoops and Zero Tolerance . The Sega CD , an add-on for

1705-433: The Super NES, in select peripherals and games. The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers. The last one (background mode 7) has a single layer that can be scaled and rotated. Two-dimensional affine transformations can produce any combination of translation , scaling , reflection , rotation , and shearing . However, many games create additional effects by setting

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1760-412: The background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth. Thus, an impression of three-dimensional graphics is achieved. Mode 7 was one of Nintendo's prominent selling points for the Super NES platform in publications such as Nintendo Power and Super NES Player's Guide . Similar faux 3D techniques have been presented on a few 2D systems other than

1815-403: The blue bell contains a speed-boosting item. Konami Krazy Racers features a total of 12 characters from various Konami series. Each character features unique statistics, including weight, speed, and acceleration. The game received "generally favorable reviews" according to the review aggregation website Metacritic . NextGen was generally positive to the game, but regarded it inferior to

1870-438: The choice of origin being implicit). As shown above, an affine map is the composition of two functions: a translation and a linear map. Ordinary vector algebra uses matrix multiplication to represent linear maps, and vector addition to represent translations. Formally, in the finite-dimensional case, if the linear map is represented as a multiplication by an invertible matrix A {\displaystyle A} and

1925-404: The circuit depending on how well the racers do. If the player places first, he or she will be in the first position, as the placement in the following races is based on how the racers did in the previous race. The race is seen from behind the player, and uses Mode 7 effects to simulate the three dimensions. A timer will count down to indicate the beginning of the race, and the player must hold down

1980-435: The composition of affine transformations is an affine transformation. For this choice of c , there exists a unique linear transformation λ of V such that That is, an arbitrary affine transformation of X is the composition of a linear transformation of X (viewed as a vector space) and a translation of X . This representation of affine transformations is often taken as the definition of an affine transformation (with

2035-662: The convention that v → = v {\displaystyle {\vec {v}}={\textbf {v}}} are two interchangeable notations for an element of V . By fixing a point c in X one can define a function m c  : X → V by m c ( x ) = cx → . For any c , this function is one-to-one, and so, has an inverse function m c  : V → X given by m c − 1 ( v ) = v → ( c ) {\displaystyle m_{c}^{-1}({\textbf {v}})={\vec {v}}(c)} . These functions can be used to turn X into

2090-419: The dimension of X is at least two, a semiaffine transformation f of X is a bijection from X onto itself satisfying: These two conditions are satisfied by affine transformations, and express what is precisely meant by the expression that " f preserves parallelism". These conditions are not independent as the second follows from the first. Furthermore, if the field k has at least three elements,

2145-432: The field k . A map f : X → Z is an affine map if there exists a linear map m f  : V → W such that m f ( x − y ) = f ( x ) − f ( y ) for all x, y in X . Let X be an affine space over a field k , and V be its associated vector space. An affine transformation is a bijection f from X onto itself that is an affine map ; this means that a linear map g from V to V

2200-474: The first condition can be simplified to: f is a collineation , that is, it maps lines to lines. By the definition of an affine space, V acts on X , so that, for every pair ( x , v ) {\displaystyle (x,\mathbf {v} )} in X × V there is associated a point y in X . We can denote this action by v → ( x ) = y {\displaystyle {\vec {v}}(x)=y} . Here we use

2255-573: The function L ( c , λ ) : X → X by Then L ( c , λ ) is an affine transformation of X which leaves the point c fixed. It is a linear transformation of X , viewed as a vector space with origin c . Let σ be any affine transformation of X . Pick a point c in X and consider the translation of X by the vector w = c σ ( c ) → {\displaystyle {\mathbf {w}}={\overrightarrow {c\sigma (c)}}} , denoted by T w . Translations are affine transformations and

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2310-475: The general affine transformation of the Euclidean plane , take labelled parallelograms ABCD and A′B′C′D′ . Whatever the choices of points, there is an affine transformation T of the plane taking A to A′ , and each vertex similarly. Supposing we exclude the degenerate case where ABCD has zero area , there is a unique such affine transformation T . Drawing out a whole grid of parallelograms based on ABCD ,

2365-660: The hardware capabilities of the Atari Jaguar . Impressed with the demo, Atari Corporation decided to make a game that combined F-Zero and Super Mario Kart with a "cutesy" atmosphere, becoming the starting point of Atari Karts . Affine transformation In Euclidean geometry , an affine transformation or affinity (from the Latin, affinis , "connected with") is a geometric transformation that preserves lines and parallelism , but not necessarily Euclidean distances and angles . More generally, an affine transformation

2420-711: The horizon. A particular utilization technique with Mode 7 allows pixels of the background layer to be in front of sprites. Examples include the second and fifth stage of Contra III: The Alien Wars , the second and fifth stage of Jim Power: The Lost Dimension in 3-D , the introduction screen of Tiny Toon Adventures: Buster Busts Loose , when a player falls off the stage in Super Mario Kart , some cinematics in Super Metroid , and in some boss battles in Super Mario World . Mode 7-type effects can be implemented on

2475-441: The hyperplane at infinity invariant , restricted to the complement of that hyperplane. A generalization of an affine transformation is an affine map (or affine homomorphism or affine mapping ) between two (potentially different) affine spaces over the same field k . Let ( X , V , k ) and ( Z , W , k ) be two affine spaces with X and Z the point sets and V and W the respective associated vector spaces over

2530-570: The image T ( P ) of any point P is determined by noting that T ( A ) = A′ , T applied to the line segment AB is A′B′ , T applied to the line segment AC is A′C′ , and T respects scalar multiples of vectors based at A . [If A , E , F are collinear then the ratio length( AF )/length( AE ) is equal to length( A ′ F ′)/length( A ′ E ′).] Geometrically T transforms the grid based on ABCD to that based in A′B′C′D′ . Affine transformations do not respect lengths or angles; they multiply area by

2585-469: The original space by means of a linear transformation of the higher-dimensional space is then possible (specifically, a shear transformation). The coordinates in the higher-dimensional space are an example of homogeneous coordinates . If the original space is Euclidean , the higher dimensional space is a real projective space . The advantage of using homogeneous coordinates is that one can combine any number of affine transformations into one by multiplying

2640-421: The product of multiple images stitched together. The affine transform preserves parallel lines. However, the stretching and shearing transformations warp shapes, as the following example shows: This is an example of image warping. However, the affine transformations do not facilitate projection onto a curved surface or radial distortions . Affine transformations in two real dimensions include: To visualise

2695-523: The respective matrices. This property is used extensively in computer graphics , computer vision and robotics . Suppose you have three points that define a non-degenerate triangle in a plane, or four points that define a non-degenerate tetrahedron in 3-dimensional space, or generally n + 1 points x 1 , ..., x n +1 that define a non-degenerate simplex in n -dimensional space. Suppose you have corresponding destination points y 1 , ..., y n +1 , where these new points can lie in

2750-546: The then-upcoming Mario Kart: Super Circuit . In Japan, Famitsu gave it a score of 25 out of 40. Four-Eyed Dragon of GamePro said, "If you are in need of a serious kart racing fix, Konami Krazy Racers is it—mainly because it's the only kart racer out so far." It was ranked #10 on a top ten list of the best Game Boy Advance games in Electronic Gaming Monthly , beating Mario Kart: Super Circuit , another Game Boy Advance kart racing game. Krazy Kart Racing

2805-412: The transformation is an equiareal mapping . Such transformations form a subgroup called the equi-affine group . A transformation that is both equi-affine and a similarity is an isometry of the plane taken with Euclidean distance . Each of these groups has a subgroup of orientation -preserving or positive affine transformations: those where the determinant of A {\displaystyle A}

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2860-488: The translation as the addition of a vector b {\displaystyle \mathbf {b} } , an affine map f {\displaystyle f} acting on a vector x {\displaystyle \mathbf {x} } can be represented as Using an augmented matrix and an augmented vector, it is possible to represent both the translation and the linear map using a single matrix multiplication . The technique requires that all vectors be augmented with

2915-436: The value of moved pixels, bicubic interpolation is the standard for image transformations in image processing applications. Affine transformations scale, rotate, translate, mirror and shear images as shown in the following examples: The affine transforms are applicable to the registration process where two or more images are aligned (registered). An example of image registration is the generation of panoramic images that are

2970-815: The vector r 0 {\displaystyle \mathbf {r} _{0}} , the origin). Specifically, screen coordinate r {\displaystyle \mathbf {r} } is translated to the origin coordinate system, the matrix is applied, and the result is translated back to the original coordinate system to obtain r ′ {\displaystyle \mathbf {r} ^{\prime }} . In 2D matrix notation: r ′ = M ( r − r 0 ) + r 0 {\displaystyle \mathbf {r} ^{\prime }=\mathbf {M} (\mathbf {r} -\mathbf {r} _{0})+\mathbf {r} _{0}} [ x ′ y ′ ] = [

3025-401: The vectors (that is, the vectors between points of the space). In symbols, f {\displaystyle f} determines a linear transformation φ {\displaystyle \varphi } such that, for any pair of points P , Q ∈ A {\displaystyle P,Q\in {\mathcal {A}}} : or We can interpret this definition in

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