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Homemade Arcade Cabinet by Crusso on September 23, 2010
Home Sign Up! Browse Community Submit All Art Craft Food Games Green Home Kids Life Music Offbeat Outdoors Pets Photo Ride Science Tech Homemade Arcade Cabinet by crusso on September 23, 2010 Table of Contents Homemade Arcade Cabinet . 1 Intro: Homemade Arcade Cabinet . 2 Step 1: Cabinet construction . 2 Step 2: Control panel . 6 Step 3: Keyboard drawer . 7 Step 4: Keyboard hack . 9 Step 5: Speakers . 12 Step 6: Video . 12 Step 7: Painting . 15 Step 8: Bezel . 19 Step 9: Backlight . 21 Step 10: Marquee . 23 Step 11: Coin door . 24 Step 12: Computer . 25 Step 13: Frontend . 26 Step 14: Artwork . 27 Related Instructables . 27 Comments . 28 http://www.instructables.com/id/Homemade-Arcade-Cabinet/ Intro: Homemade Arcade Cabinet Welcome! this is my first attempt to create a MAME arcade cabinet from scratch. I built this thing some years ago and just decided to upload it to instructables.com I tried to take as many pictures I could to show the step-by-step creation process. This project has many interesting topics in which I worked: woodworking, design, electronics, painting, programming. If you like this project please comment! Step 1: Cabinet construction I think a good blueprint is a must as a good starting point for this project. I wish I could created a 3d design but I only know a little bit about 3d tools. If you take this approach a good -and free- software to play with is Sketchup from Google. I chose the way of hand drawing designs. Since I wanted to build an old-fashioned cabinet I looked up to the Taito cabinets designs (Alpine Ski or Jungle King for example) Since I couldn't find any full sized blueprint of the cabinet I liked to build, I had to create it by my own. -
The-Magpi-104-En-202104.Pdf
BUY IN PRINT WORLDWIDE MAGPI.CC/STORE Issue 104 April 2021 magpi.cc The official Raspberry Pi magazine HOME OF THE FUTURE Automate your home with Raspberry Pi Upcycle iPod Classic with Spotify Build an arcade magpi.cc/store machine 48 PAGES OF PROJECTS & TUTORIALS 210212_M2M_MAGPI_UK.indd 1 2/10/21 11:46 AM WELCOME WELCOME to The MagPi 104 elcome to the future. 2021 is a sci-fi year and science promised us hoverboards, jet packs, and robot butlers. We can’t do much about the first two (although we’re Wkeeping an eye out). But help around the home is definitely our domain. In this issue we asked resident home automation expert PJ Evans to design our home of the future with Raspberry Pi (page 34). The result is a fabulous collection of widgets, projects, and gizmos to Lucy Hattersley help around the house. I’ve already talked Rosie into installing some EDITOR Lucy is editor of The NeoPixel steps at home. MagPi magazine and continues to bash Meanwhile Rob has been looking how to take a Raspberry Pi her south London project and turn it into a Pico project (page 72). KG has started to home into shape. @LucyHattersley build an arcade machine (page 42). Nicola has been looking at an autonomous home robot (page 20). Me? I’ve been playing around with ARM assembly like the nerd I am (page 84). This issue has been a huge amount of fun! And we particularly like the illustration adorning this month’s cover. Thanks to Sam Alder GET A for incredible drawing skills (and Sam Ribbits for laying it out). -
Adjustment Description Alterations to V-Shift's
Adjustment Description Abilities granting invincibility or armor from the 1st frame, as well as low- risk or high-return moves invincible to throws have all been adjusted to have less effective throw invincibility. Alterations to V-Shift's Considering V-Shift's offensive and defensive capabilities, normal throws offensive/defensive should have enough impact to reliably handle V-Shifts, but characters with capabilities the invincible abilities mentioned above had an easy way to deal with throws and strikes. This gave their defense such a strong advantage that offensive opponents struggled against it. These adjustments seek to correct this issue. These general adjustments are a continuation of previous adjustments. Improvements to While V-Skills and V-Triggers have already been adjusted overall, players infrequently used V-Triggers tend to use one V-Skill and V-Trigger over the other, so we have further and V-Skills strengthened the techniques themselves and the moves that rely on their input. Some characters have been rebalanced in light of previous adjustments. We have buffed characters who were lacking in strength or who were Rebalancing of some largely left alone in previous adjustments. characters Characters with downward adjustments have not had their moves altered significantly; rather, the risks and returns of moves have been properly balanced. Balance Change Overview We've adjusted Nash's close-quarters attack, standing light kick, to yield more of an advantage on hit, and we have further improved Nash's impressive mid to long-distance combat. Standing light kick was previously adjusted to have faster start-up and to be easier to land, but we noticed that it didn't grant the same rewards as it did for other characters. -
Poradnik Gry-Online Do Gry Street Fighter IV
Nieoficjalny polski poradnik GRY-OnLine do gry Street Fighter IV autor: Mikołaj „Mikas” Królewski poprawki: Radosław „eLKaeR” Grabowski Copyright © wydawnictwo GRY-OnLine S.A. Wszelkie prawa zastrzeżone. www.gry-online.pl Producent Capcom, Wydawca Capcom, Wydawca PL Cenega Poland. Prawa do użytych w tej publikacji tytułów, nazw własnych, zdjęć, znaków towarowych i handlowych, itp. należą do ich prawowitych właścicieli. Street Fighter IV – Poradnik GRY-OnLine Spis treś ci Wprowadzenie __________________________________________________ 3 Podstawy ______________________________________________________ 4 Oznaczenia _________________________________________________________________ 4 Pojęcia_____________________________________________________________________ 5 Postacie _______________________________________________________ 7 Abel _______________________________________________________________________ 7 Balrog (M Bison) ___________________________________________________________ 10 Blanka ____________________________________________________________________ 12 Chun-Li ___________________________________________________________________ 14 Crimson Viper _____________________________________________________________ 16 Dhalsim ___________________________________________________________________ 18 E. Honda __________________________________________________________________ 20 El Fuerte __________________________________________________________________ 22 Guile _____________________________________________________________________ 24 Ken_______________________________________________________________________ -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Hughes Resigns at Student Association Senate Meeting
News | page 2 Vm\ uwMrOSt The Student-Run Independent Newspaper at the University of Wisconsin-Milwaukee UWM sees decline in applications Hunger simulation provides new perspective Sports | page 8 Top 10 dream sports vacations fringe | page 11 The Klotsche Center was dressed in pink Thursday as part of "Pink Zone," the breast cancer information fair. Post photo by Alana Soehartono By Danielle Schmidt Health Center on campus. The "We have women as young as 25 dying from breast Boys will be girls and Special to the Post money will be used to provide girls will be boys. Annual [email protected] women's health screenings and cancer. It is very important now to be informed/' UWM Drag Show is a hit treatment. - Lavinia Matias, Milwaukee Breast and Cervical Cancer The UW-Milwaukee Panthers UWM Vice Chancellor "Vagina Monologues" Athletic Department held a for Student Affairs Helen Awareness Program celebrate womanhood Breast Cancer Information Fair Mamarchev handled the raffle at UWM at the Klotsche Center before tickets. "This is to raise aware The first 1,000 attendees Organizations present were the the women's basketball game ness and have some fun. All the were given free "Pink Zone" t- Milwaukee Breast and Cervical on Thursday, Feb. 19. proceeds will go to help the stu shirts at the door. The event Cancer Awareness Program, the Editorial | page 18 The fair focused on the dents," Mamarchev said. "The featured a silent auction, 50/50 American Cancer Society, After "Pink Zone" initiative to pro vendors want to give important raffle, free food catered by Breast Cancer Diagnosis (ABCD), mote breast cancer awareness education to the people of the Qdoba Mexican Grill and plenty Holmes: Why Obama isn't and raise money for the Norris community." of educational information. -
VORTEK™ V3 Multi-Game System System Manual 040-1001-01 Rev C
VORTEK™ V3 Multi-Game System System Manual 040-1001-01 Rev C ! Read this manual before use. ! Keep this manual with the machine at all times. www.globalvr.com http://service.globalvr.com [email protected] Phone: 408.597.3435 Fax: 408.597.3437 © 2006 Global VR, Inc. All Rights Reserved. Operation Blockade, Infogrames, and the Infogrames logo are trademarks of Infogrames Entertainment. S.A. Beach Head 2000, Beach Head 2002, and Beach Head 2003: Desert War are trademarks of Digital Fusion Inc. and are used under license by Infogrames. VORTEK, GLOBAL VR, and the GLOBAL VR logo are trademarks or registered trademarks of Global VR, Inc. All other trademarks are the property of their respective owners. Preface Table of Contents Preface .......................................................................................................................................................................3 Safety..................................................................................................................................................................3 Precautions for Game Operation.........................................................................................................................3 Warnings.............................................................................................................................................................4 Environmental Conditions ..................................................................................................................................4 -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms. -
Download Megaman X4 Ps2 Iso Mega Man X4 (USA) PS1 ISO
download megaman x4 ps2 iso Mega Man X4 (USA) PS1 ISO. The PlayStation (officially abbreviated to PS, and commonly known as the PS1 or its codename, PSX) is a home video game console developed and marketed by Sony Computer Entertainment. The console was released on 3 December 1994 in Japan, 9 September 1995 in North America, 29 September 1995 in Europe, and 15 November 1995 in Australia. The console was the first of the PlayStation lineup of home video game consoles. It primarily competed with the Nintendo 64 and the Sega Saturn as part of the fifth generation of video game consoles. The PlayStation is the first “computer entertainment platform” to ship 100 million units, which it had reached 9 years and 6 months after its initial launch. In July 2000, a redesigned, slim version called the PS one was released, replacing the original grey console and named appropriately to avoid confusion with its successor, the PlayStation 2. The PlayStation 2, which is backwards compatible with the PlayStation’s DualShock controller and games, was announced in 1999 and launched in 2000. The last PS one units were sold in late 2006 to early 2007 shortly after it was officially discontinued, for a total of 102 million units shipped since its launch 11 years earlier. Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and PlayStation games on 23 March 2006 – over 11 years after it had been released, and less than a year before the debut of the PlayStation 3. DOWNLOADING AND RUNNING ISO FILES: Mega Man X4 (USA) is one of the best games of PS1 console. -
A Simulation of Consumer-Side Multihoming of Original and Derivative Digital Games: Evidence from Japan
Universal Journal of Management 4(5): 234-245, 2016 http://www.hrpub.org DOI: 10.13189/ujm.2016.040503 A Simulation of Consumer-side Multihoming of Original and Derivative Digital Games: Evidence from Japan Makoto Kimura Faculty of Business and Informatics, Nagano University, Japan Copyright©2016 by authors, all rights reserved. Authors agree that this article remains permanently open access under the terms of the Creative Commons Attribution License 4.0 International License Abstract This study examines the consumer-side strategic management of consumer-side multihoming. multihoming among original and derivative digital games are This paper first presents the most significant aspects of developed for different platforms such as arcade game prior research concerning multihoming for console games cabinets and video game consoles, both of which are popular and then indicates the concept of consumer-side with consumers in the Japanese market. To do this, the content-level multihoming (consumer purchases and the system dynamics model accounts for arcade game, console simultaneous use of both original and derivative content used game, and multihoming users, and the effects of advertising on different platforms). Next, a calculation model of the and word-of-mouth is proposed. After the validation of consumer-level multihoming ratio (the percentage of all model using a single case study, the business policies users who are multihoming users) and the consumer-side implementation by varying the release dates of a console multihoming ratio at the content level are derived from a game (derivative content) are simulated and the fluctuating single case study. The original content of the case study is patterns of arcade game and console game sales, the represented by a trading card arcade game, and the multihoming ratios are examined. -
The Effect of School Closure On
Public Gaming: eSport and Event Marketing in the Experience Economy by Michael Borowy B.A., University of British Columbia, 2008 Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Communication Faculty of Communication, Art, and Technology Michael Borowy 2012 SIMON FRASER UNIVERSITY Summer 2012 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced, without authorization, under the conditions for “Fair Dealing.” Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. Approval Name: Michael Borowy Degree: Master of Arts (Communication) Title of Thesis: Public Gaming: eSport and Event Marketing in the Experience Economy Examining Committee: Chair: David Murphy, Senior Lecturer Dr. Stephen Kline Senior Supervisor Professor Dr. Dal Yong Jin Supervisor Associate Professor Dr. Richard Smith Internal Examiner Professor Date Defended/Approved: July 06, 2012 ii Partial Copyright Licence iii STATEMENT OF ETHICS APPROVAL The author, whose name appears on the title page of this work, has obtained, for the research described in this work, either: (a) Human research ethics approval from the Simon Fraser University Office of Research Ethics, or (b) Advance approval of the animal care protocol from the University Animal Care Committee of Simon Fraser University; or has conducted the research (c) as a co-investigator, collaborator or research assistant in a research project approved in advance, or (d) as a member of a course approved in advance for minimal risk human research, by the Office of Research Ethics. -
For Immediate Release Chinatown New York City's
FOR IMMEDIATE RELEASE CHINATOWN NEW YORK CITY’S EMERGING NIGHTLIFE Unique Entertainment, Bars and Restaurants Waiting to be Discovered NEW YORK, NY – June 16, 2004 - Chinatown New York City is fast becoming known for its nightlife, offering an eclectic range of exciting activities for visitors, including a posh special events venue, live music and comedy shows, new bars and cafes, karaoke lounges and late night restaurants . Learn more about the nightlife revolution going on in Chinatown by visiting www.ExploreChinatown.com. “Nightlife in Chinatown has gone way beyond karaoke in the last several years,” says Telly Wong, Project Manager for Explore Chinatown and Chinatown resident. “These days, the neighborhood is home to one of the biggest special events venue in Manhattan (Capitale) and also features live entertainment as well as many new bars and lounges that cater to a wide variety of clientele as well as visitors looking for something out of the ordinary.” A list of Chinatown nightlife highlights include: SPECIAL EVENTS VENUE • Capitale - Originally the Bowery Savings Bank, this national landmark building built in 1893, is now one of New York’s most well known venues for elegant functions and events. Capitale has 10,000 square feet of area space that can accommodate up to 2,000 people. (130 Bowery, 212-334-5500, www.capitaleny.com) LIVE MUSIC AND COMEDY • TEABAG OPEN MIC – A weekly entertainment show, which serves up an eclectic combination of live music, stand-up comedy and slam poetry by some of New York's best emerging artists. Show takes place every Friday night from 8:00 pm - 10:30 pm at Silk Road Place , and admission is free.