Button Remapping for Gamecube Games Such As Super Smash Bros Melee
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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. -
Wind Waker Manual
OFFICIAL NINTENDO POWER PLAYER'S GUIDE AVAILABLE AT YOUR NEAREST RETAILER! WWW.NINTENDO.COM Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com IN S T R U C T IO N B O O K LET 50520A IN S T R U C T IO N B O O K LET PRINTED IN USA W A R N IN G : P L E A S E C A R E FU L L Y R E A D T HE S E P A R A T E P R E C A U T IO N S B O O K L E T IN C L U D E D W IT H T HIS P R O D U C T WARNING - Electric Shock B E FO R E U S IN G Y O U R N IN T E N D O ® HA R D W A R E S Y S T E M , To avoid electric shock when you use this system: G A M E D IS C O R A C C E S S O R Y . T HIS B O O K L E T C O N T A IN S IM P O R T A N T S A FE T Y IN FO R M A T IO N . Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. -
Do Tropical Typhoons Smash Community Ties? Theory and Evidence from Vietnam
Do tropical typhoons smash community ties? Theory and Evidence from Vietnam Yanos Zylberberg∗ Paris School of Economics Preliminary and incomplete draft Abstract In rural economies, risk-sharing arrangements through networks of relatives and friends are common. Indeed, contract enforcement issues impede the development of formal insurance mechanisms. However, after a disruption of the allocative instru- ments of the market, the prerequisites under which informal arrangements are feasible might evolve. I rely on a model of imperfect commitment to derive predictions on the sustainability of risk-sharing arrangements in the aftermath of extreme events. I then test these predictions on a representative panel data in Vietnam, using tropical ty- phoons trails and wind structures. The estimation of a structural equation derived by the theory is compatible with a model of imperfect commitment where the aftermath of natural disasters is associated with stronger enforcement mechanisms at commune level. Allowing for altruistic sentiments or coordination among the members of a community, I find that a resurgence of charity or a higher level of cooperation explain this unexpected result. The influence of pre-disaster social norms and existing ties to prevent disruption of integrative mechanisms in the community gives support to this interpretation. Finally, communities having already suffered important trauma show greater signs of resilience. Keywords: Natural disasters, informal insurance, coordination, imperfect commit- ment. JEL classification: D85, O12, O17, Z13 ∗PhD Candidate, Paris School of Economics, 48 Boulevard Jourdan, 75014 Paris. Phone: (33)1 43 13 63 14. Email: [email protected]. I thank the Joint Typhoon Warning Center, the National Archives and Records Administration, and the Centre for Research on the Epidemiology of Disasters for providing the data. -
Video Game Systems Uncovered
Everything You Ever Wanted To Know About... VIDEO GAMES But Never Dared To Ask! Introduction: 1 With the holidays quickly approaching the odds are you will be purchasing some type of video game system. The majority of U.S. households currently have at least one of these systems. With the ever changing technology in the video world it is hard to keep up with the newest systems. There is basically a system designed for every child’s needs, ranging from preschool to young adult. This can overwhelming for parents to choose a system that not only meets your child’s needs but also gives us the best quality system for our money. With the holidays coming that means many retailers will be offering specials on video game systems and of course the release of long awaited games. Now is also the time you can purchase systems in bundles with games included. Inside you will learn about all of these topics as well as other necessities and games to accompany to recent purchase. What you’ll find here: 2 In this ebook you will learn about console and portable video game systems, along with the accessories available. You will also find how many games each system has to offer. You will get an in depth look at the pro’s and con’s of each current system available in stores today, and the upcoming systems available in the near future. As a concerned parent you should also be aware of the rating label of the games and what the rating exactly means. -
Broadway Dramatists, Hollywood Producers, and the Challenge of Conflicting Copyright Norms
Vanderbilt Journal of Entertainment & Technology Law Volume 16 Issue 2 Issue 2 - Winter 2014 Article 3 2014 Once More unto the Breach, Dear Friends: Broadway Dramatists, Hollywood Producers, and the Challenge of Conflicting Copyright Norms Carol M. Kaplan Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Intellectual Property Law Commons Recommended Citation Carol M. Kaplan, Once More unto the Breach, Dear Friends: Broadway Dramatists, Hollywood Producers, and the Challenge of Conflicting Copyright Norms, 16 Vanderbilt Journal of Entertainment and Technology Law 297 (2020) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol16/iss2/3 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. Once More unto the Breach, Dear Friends: Broadway Dramatists, Hollywood Producers, and the Challenge of Conflicting Copyright Norms Carol M. Kaplan* ABSTRACT In recent decades, studios that own film and television properties have developed business models that exploit the copyrights in those materials in every known market and in all currently conceivable forms of entertainment and merchandising. For the most part, uniform laws and parallel industry cultures permit smooth integration across formats. But theater is different. The work-made-for-hire provisions that allow corporations to function as the authors of the works they contract to create do not easily align with the culture and standard contract provisions of live theater. Conflicts arise when material that begins as a Hollywood property tries to make Carol M. -
Chemical Energy And
Unit 6: Energy! From Food to Forces Chemical Energy and LESSON 1 LESSON FOOD CHAIN Unit 6: Energy! From Food to Forces Chemical Energy and LESSON 1 LESSON FOOD CHAIN Food chains and webs show the flow of chemical energy through an ecosystem. From the sun to tertiary consumers. students learn about the transfer of chemical energy and how producers and consumers depend on each other. They also learn scientists classifiy living things based on what they eat. Table of Contents 4 Launch! Sun. Chemical energy passing through the food chain starts with the sun. 6 Chemical Collisions A1: Chemical Energy. Hydrogen and helium are the chemical elements in the sun. 12 Productive Primary Producers A2: Producers. Producers use energy from the sun during photosynthesis. 18 Primary Producer Eaters A3: Primary Consumers. Primary consumers get energy by eating producers. 26 Consuming Critters A4: Secondary Consumers. Secondary consumers get energy by eating primary consumers. 34 Web of Life A5: Food Chains and Webs. Food chains and webs show the transfer of chemical energy in an ecosystem. 50 Tropical Trophic Tiers A6: Energy Pyramid. Scientists show energy transfers from the sun to producers to consumers with trophic levels. Launch! (Sun) SUN! where does chemical energy begin in a food chain? Chemical energy passing through the food chain starts with the sun. Unit 6: Chemical Energy and Food Chain Ready? Materials Nothing to prepare. Sticky notes Pencil Set? • Unit 4-Lesson 1-All Activities: Sun • Unit 6-Lesson 1-Activity 1: Chemical Collisions (Chemical Energy) • Unit 6-Lesson 1-Activity 2: Productive Primary Producers (Producers) • Unit 6-Lesson 1-Activity 3: Primary Producer Eaters (Primary Consumers) • Unit 6-Lesson 1-Activity 4: Consuming Critters (Secondary Consumers) • Unit 6-Lesson 1-Activity 5: Web of Life (Food Chains and Webs) • Unit 6-Lesson 1-Activity 6: Tropical Trophic Tiers (Energy Pyramid) Hawaii Standards Go! SC.K.3.1 Develop Know-Wonder-Learn chart with students. -
SMASH™ Reference Manual ______
Using this manual ___________________________________________________________________________________ Rev #1 - June 1997 - Dolphin Integration 1 SMASH™ Reference manual ___________________________________________________________________________________ Using this manual This documentation is divided in three parts, the User manual, the Reference manual, and Appendixes. The User manual provides a complete description of the menus. The Reference manual provides details about formats, directives, syntax etc. Appendixes provide details about miscellaneous topics. To get a quick overview of the SMASH™ system, read the Chapter 1 - Files, in the Reference manual, which describes the different files that SMASH manipulates, and flip through the User Manual. Many topics can not be described without refering to other topics, so we do not recommend a linear reading of the whole manual. You will probably use the index to go to what you are interested in, and then jump to related subjects. User manual Description of menus This section details the available menus and commands. You will have to refer to this section for “operational” details. Reference manual Chapter 1 - Files An overview of the input and output files in SMASH™. How the netlists are organized, where the simulation results are etc... Chapter 2 - Preferences and conventions An overview of the preference file (smash.ini), and a summary of the general syntax rules and conventions Chapter 3 - Analog primitives The descriptions of the syntax for the analog elements (resistors, transistors etc.) Chapter 4 - Digital primitives The descriptions of the syntax for the digital primitives, together with information about digital simulation. Chapter 5 - Hierarchical descriptions How to build hierarchical netlists (use of subcircuits and modules). Chapter 6 - Analog stimuli Provides a description of the independent voltage and current sources. -
(From the Bigger Geekier Box Rulebook)!
1 The LeasT Funny smash up RuLebook eveR conTenTs Smash Up is a fght for 2–4 players, ages 14 and up. Objective ....................................................2 The Expanding Universe Game Contents...............................................2 From its frst big bang, the Smash Up universe The Expanding Universe.........................................................2 objecTive has expanded until our frst Big Geeky Box How to Use This Book............................................................2 became too small to hold it all! So we took that Know Your Cards! ............................................3 Your goal is nothing short of total global domination! box and made it better, stronger, faster, bigger. Meet These Other Cards! .....................................3 Use your minions to crush enemy bases. The frst Not only does this new box hold all the cards, Setup ........................................................4 player to score 15 victory points (VP) wins! this rulebook holds all the rules as well, or at Sample Setup ................................................4 least everything published up to now, all in one Kickin’ It Queensberry.......................................................... 4 convenient if not terribly funny 32-page package. As the Game Turns / The Phases of a Turn . 5 Game conTenTs The Big Score ................................................6 This glorious box of awesome contains: How to Use This Book Me First! ....................................................................... 6 Awarding -
Observations on Crossed Products and Invariants of Hopf Algebras
Arch. Math., Vol. 63, 119-127 (1994) 0003-889X/94/6302-0119 $ 3.30/0 1994 Birkh~iuser Verlag, Basel Observations on crossed products and invariants of Hopf algebras By MARIA E. LORENZ and MARTIN LORENZ Introduction. Let B = A ~ ~ H denote a crossed product of the associative algebra A with the finite-dimensional Hopf algebra H. By studying the process of induction of modules from A to B in the case where H is pointed we show in Section 1 that the Jacobson radicals of B and A are related by J(B) dimkH ~ J(A) B. We then specialize to the situation where A is an H-module algebra, the cocycle a is trivial (so B is a smash product), and the trace map from A to the algebra of H-invariants A n is surjective. Making essential use of the well-known Morita context linking B with the algebra of H-invariants A H we investigate the transfer of properties from A to An. In Section 3 we show, for example, that if A is right Noetherian (right Artinian) then so is A H. In fact, A is Noetherian (Artinian) as right An-module in this case. Furthermore, if Kdim (AA) exists then Kdim (A~H) exists as well and is bounded above by Kdim (AA). The results concerning the Noetherian property have first been obtained by S. Montgomery ([7], Theorem 4.4.2) and have motivated much of our research in this section. Further- more, we extend most of [5], Theorem 3.3 from group algebras to pointed Hopf algebras. -
The History of Nintendo: the Company, Consoles and Games
San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft. -
State of Rhode Island and Providence Plantations
STATE OF RHODE ISLAND AND PROVIDENCE PLANTATIONS PROVIDENCE, SC SUPERIOR COURT : CHAPMAN STREET REALTY, : INC., ET AL. : : : v. : C.A. No. 2001-2217 : : DEPARTMENT OF BUSINESS REGULATION, ET AL. DECISION GIBNEY, J. Before this Court is petitioners’ appeal from a decision of the Department of Business Regulation (DBR), denying a liquor license transfer from petitioner Laurence E. DeChristofaro, Jr. to petitioner Francisco Batista. The petitioners argue that the Hearing Officer abused his discretion and committed error of law by refusing to grant the liquor license transfer. Jurisdiction is pursuant to G.L. 1956 § 42-35-15. Facts/Travel Petitioner, Lawrence E. DeChristofaro, Jr., (DeChristofaro), was the owner of a bar known as “Chaps,” for which he was the holder of a Class BX liquor license. In September 1998, DeChristofaro entered into a purchase and sale agreement to sell Chaps and to transfer its liquor license to petitioner, Francisco Batista, hereinafter “Batista.” Batista was at the time, and currently is, involved with running a club called “Club 3030.” On October 13, 1999, the Providence Board of Licenses denied the liquor license transfer application. Batista appealed to the Rhode Island Department of Business Regulation. At the 1 hearing before the DBR, the primary witness in opposition to the liquor license transfer was Louis A. Aponte, the area Councilman. (Tr. at of December 15, 1999 at 16-17.) Councilman Aponte expressed community concerns that Chaps, which had traditionally been run as a local bar, would attempt to expand and that this expansion would deleteriously affect the character of the neighborhood. Id. Settlement negotiations resolved these community concerns through a consent agreement signed on February 21, 2000. -
Forensic Analysis of Xbox Consoles
Publications 2007 Forensic Analysis of Xbox Consoles Paul Burke University of Central Florida Philip Craiger University of Central Florida, [email protected] Follow this and additional works at: https://commons.erau.edu/publication Part of the Forensic Science and Technology Commons Scholarly Commons Citation Burke, P., & Craiger, P. (2007). Forensic Analysis of Xbox Consoles. Advances in Digital Forensics III, (). https://doi.org/10.1007/978-0-387-73742-3_19 This Book Chapter is brought to you for free and open access by Scholarly Commons. It has been accepted for inclusion in Publications by an authorized administrator of Scholarly Commons. For more information, please contact [email protected]. Chapter 19 FORENSIC ANALYSIS OF XBOX CONSOLES Paul Burke and Philip Craiger Abstract Microsoft’s Xbox game console can be modified to run additional oper- ating systems, enabling it to store gigabytes of non-game related files and run various computer services. Little has been published, however, on procedures for determining whether or not an Xbox console has been modified, for creating a forensic duplicate, and for conducting a foren- sic investigation. Given the growing popularity of Xbox systems, it is important to understand how to identify, image and examine these de- vices while reducing the potential of corrupting the media. This paper discusses Xbox forensics and provides a set of forensically-sound proce- dures for analyzing Xbox consoles. Keywords: Xbox consoles, forensic analysis 1. Introduction The fine line between personal computers and video game consoles was blurred with the November 15, 2001 release of Microsoft’s Xbox gam- ing system. Hobbyists have expanded the uses of the Xbox by loading the Linux operating system, functionally transforming it into a low-end personal computer.