Theescapist 085.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

Theescapist 085.Pdf one product created by Sega, be it an buzzwords. While Freeman did useful old school arcade game or the most work to identify, formalize, and codify recent iteration of Sonic for the Wii. techniques -- and I too am a big fan of Gamers world-wide know and accept a Sega has been so ubiquitous in our his “character diamond” -- no game pantheon of gaming giants. These include: gamer world that many of us have deep- In response to “Play Within a Play” developer should expect to be able to seated emotions and vivid memories from The Escapist Forum: The find cookbook answers to the thorny and Atari – Console and software maker. about them to match their depth of “Emotioneering” slant of the article is complex issues of plot and character. Founded 1972. involvement in the game industry. interesting but let’s remember a key Nintendo – Console and software fact: The book was first published in - coot maker. Founded in 1889, but didn’t jump And it is these deep emotions and vivid 2003, and FF VII came out in 1997. onto the videogame battlefield until the memories which prompts this week’s In response to “Play Within a Play” early to mid 1970s. issue of The Escapist, “Sega!” about … The Final Fantasy team did not use from The Escapist Forum: Regardless EA – Software maker and publisher, well, Sega. Russ Pitts shares his woes of “Emotioneering techniques” per se, they of what you think of the book or the Founded 1982. battle when he took sides with just designed a great game. I point this author, this article still raises some very Sony Computer Entertainment – Dreamcast over the PlayStation 2 in that out to emphasize that excellent games valid points about what makes a good Console and software maker. The round of the console war. Newcomer and good game writing exist independent story compared to a forgettable or overly Johnny-Come-Latelies founded in 1993. Edward Moore can’t outrun his favorite of how-to texts, consultants, and cliche story. Sega game of years past, nor does he But there is one giant who predates all want to. Shawn Williams runs through of these, who from the very beginning the full history of the Sonic franchise. was about bringing electronic games to Spanner discusses his disillusionment the masses: Sega. Sega was founded with Sega through the mighty gaming originally as Standard Games, and soon giant’s ups and downs. And Gearoid became Service Games (Service Games Reidy returns to explain his sense of déjà … Sega … get it?), in 1940. Back then, vu upon his first time arrival in Japan. their purpose was to bring arcade games Find these articles and more in this to servicemen abroad. week’s issue of The Escapist. And now, after decades of developing Cheers, electronic entertainment products, I dare you to find anyone, claiming himself to be a gamer, who has not played at least The so called “emotioneering techniques” those that are love related, in which I’ll Should they instead break up their game described in the book are very valid return to specific games. While I into 15 - 30 minute sections so that it methods of story writing, that have been definitely see the pull of the RPG, I can still be played by people without a around for a long time. Freeman has usually find myself returning to strategy lot of time? I’d personally be satisfied simply given them a name and games. Red Alert 2 used to serve that just to see more games implement attempted to claim some credit for purpose, but lately it’s been Advance Diablo II’s hardcore mode. It would force pointing out what the best authors Wars on the DS. Madden has also filled the developers to make sure the game already knew. But isn’t that what most those voids for me, with the structure and could be played successfully through non-fiction books do anyway? regimented flow providing a needed without failure through intelligent regularity in stressful times. planning and execution. It caters to both To say that the final fantasy team didn’t crowds in this, because I’m sure that use emotioneering techniques would not - Dr. Wiley there are people who don’t want to deal be entirely accurate. That would be like with making a new character or starting saying that nobody ever used gravity In response to “Dunbar’s Number” over if they make a fatal mistake. before Newtonian physics gave it a from The Escapist Forum: Neat article. name. I think you would have been I liked how it summed up this week’s - TomBeraha better off pointing out that Freeman issue of The Escapist by discussing some based his book (and his newly coined really interesting findings in the science In response to “Killjoy” from The methodologies) on the techniques used of psychology. I got my BA in Escapist Forum: The core problem is by already successful storytellers like the Psychology, and I have lost my intimacy that many video game engines simply final fantasy team. with it since I graduated (even though it don’t have the room for the kind of was less than a year ago). I was glad to creativity needed to save your neck in a - Goofonian revisit the subject within another subject bad situation. There are encounters in that I enjoy. any given RPG where it’s mathematically In response to “Alone in the Dark” impossible to not take a lot of damage. from The Escapist Forum: Just like -Blaxton Get rid of those. The player should comfort foods, there are definitely games always be able to think, fight, run, talk, that provide essential distractions/ In response to “Killjoy” from The or otherwise find their way out of an interactions in those stressful times that Escapist Forum: The job of the unexpected threat. follow a breakup. I find that there’s a lot developer isn’t an easy one here, Do of stressful situations though, not just they remove quick-saves entirely? Precisely where to balance it is an issue, quicksave/load exploitation enough to but I think you’ll find more success in not remove the challenge of the game. having a variable (user-specifiable) difficulty level, so that the player always Of course such a system would probably feels no more threatened as they want only work for linear/mission-based games. to feel. Eventually they’ll realize that quick-saving all the time is boring. - te2rx - Bongo Bill In response to “Killjoy” from The Escapist Forum: I agree that designing games/levels that don’t kill you every 5 steps is the way to go, but in conjunction you need a limited save system that makes sense and isn’t exploitable. One of the most interesting save systems I’ve seen comes from Operation Flashpoint. The game has automatic checkpoint saves, but it also allows you one arbitrary savegame to use whenever you want during the course of a certain mission. It’s a nice compromise... it can be used either as a convenience save (e. g. saving after you’ve spent a lot of time setting up the perfect ambush) or a post-”omg I just did an epic maneuver that I surely won’t be able to pull off again” save, but either way it prevents We were having the office debate to end Dreamcast however, through some all office debates. programming voodoo, looked better. The lines were smoother, colors slightly Granted, debates are fairly typical, most brighter; it couldn’t bench as much, but occurring over who moved whoever’s it had legs. It also had internet cheese, what Accounting thinks about connectivity out of the box and a long Accounts Payable’s new stationery or list of launch titles. The scales, in other which team has a better chance of words, were fairly well balanced however winning what game; perhaps who’ll be you looked at it. the next to die on Lost. This, however, was no ordinary office debate, nor any Besides, the Dreamcast had an obvious, ordinary office. This was TechTV, bastion irrefutable advantage: It was currently of nerd television and repository of all available. The PS2 wasn’t due for that was holy in the world of emergent another month and would be hard to find technology media. The debate: on store shelves, we all knew, for the PlayStation 2 or Dreamcast? remainder of the year. Meanwhile the Dreamcast, which had launched the Sides were chosen, technical previous fall was readily available, as specifications examined, large words were over 100 games for it. And here’s tossed around, marketing double-talk another kick in Sony’s shins: It was scoffed at, discarded and redistributed as cheaper, too. About half of what the PS2 “accepted fact.” It was an all-out nerd would cost at launch. And yet, the war. Wide swaths of work weeks were numbers didn’t lie: The PS2 was a leveled in favor of poring over every last powerful machine. Or would be, when it detail to be dredged out of the gaming came out. press and all of the evidence was tried in the court of nerd. In the end, after weighing all possible pros and cons (real and imaginary) all that was The PS2 had beefier tech specs, a faster left were personal allegiances. Most of the processor and the ability to wrangle office, raised on PlayStation, remained almost twice as many polygons, making loyal to Sony’s second effort and praised for far more detailed graphics.
Recommended publications
  • ANNUAL REPORT 2000 SEGA CORPORATION Year Ended March 31, 2000 CONSOLIDATED FINANCIAL HIGHLIGHTS SEGA Enterprises, Ltd
    ANNUAL REPORT 2000 SEGA CORPORATION Year ended March 31, 2000 CONSOLIDATED FINANCIAL HIGHLIGHTS SEGA Enterprises, Ltd. and Consolidated Subsidiaries Years ended March 31, 1998, 1999 and 2000 Thousands of Millions of yen U.S. dollars 1998 1999 2000 2000 For the year: Net sales: Consumer products ........................................................................................................ ¥114,457 ¥084,694 ¥186,189 $1,754,018 Amusement center operations ...................................................................................... 94,521 93,128 79,212 746,227 Amusement machine sales............................................................................................ 122,627 88,372 73,654 693,867 Total ........................................................................................................................... ¥331,605 ¥266,194 ¥339,055 $3,194,112 Cost of sales ...................................................................................................................... ¥270,710 ¥201,819 ¥290,492 $2,736,618 Gross profit ........................................................................................................................ 60,895 64,375 48,563 457,494 Selling, general and administrative expenses .................................................................. 74,862 62,287 88,917 837,654 Operating (loss) income ..................................................................................................... (13,967) 2,088 (40,354) (380,160) Net loss.............................................................................................................................
    [Show full text]
  • Masaaki Hatsumi and Togakure Ryu
    How Ninja Conquered the World THE TIMELINE OF SHINOBI POP CULTURE’S WORLDWIDE EXPLOSION Version 1.3 ©Keith J. Rainville, 2020 How did insular Japan’s homegrown hooded set go from local legend to the most marketable character archetype in the world by the mid-1980s? VN connects the dots below, but before diving in, please keep a few things in mind: • This timeline is a ‘warts and all’ look at a massive pop-culture phenomenon — meaning there are good movies and bad, legit masters and total frauds, excellence and exploitation. It ALL has to be recognized to get a complete picture of why the craze caught fire and how it engineered its own glass ceiling. Nothing is being ranked, no one is being endorsed, no one is being attacked. • This is NOT TO SCALE, the space between months and years isn’t literal, it’s a more anecdotal portrait of an evolving phenomenon. • It’s USA-centric, as that’s where VN originates and where I lived the craze myself. And what happened here informed the similar eruptions all over Europe, Latin America etc. Also, this isn’t a history of the Japanese booms that predated ours, that’s someone else’s epic to outline. • Much of what you see spotlighted here has been covered in more depth on VintageNinja.net over the past decade, so check it out... • IF I MISSED SOMETHING, TELL ME! I’ll be updating the timeline from time to time, so if you have a gap to fill or correction to offer drop me a line! Pinholes of the 1960s In Japan, from the 1600s to the 1960s, a series of booms and crazes brought the ninja from shadowy history to popular media.
    [Show full text]
  • 2475 in 1 Game List
    Game List Of Three Sides Cabinet 1 1941 47 Air Gallet (Taiwan) 2 1942 48 Airwolf 3 1943 49 Ajax 4 1944 50 Akkanbeder(ver 2.5j) 5 1945 51 Akuma-Jou Dracula(version N) 6 10 Yard Fight (Japan) 52 Akuma-Jou Dracula(version P) 7 1943kai 53 Ales no Tsubasa (Japan) 8 1945Plus 54 Alex Kidd: The Lost Stars (set 2, unprotected) 9 19xx 55 Alien Syndrome 10 2 On 2 Open Ice Challenge 56 Alien vs. Predator 11 2020 Super Baseball (set 1) 57 Aliens (Japan) 12 3 Count Bout / Fire Suplex 58 Aliens (US) 13 3D_Beastorizer(US) 59 Aliens (World set 1) 14 3D_Star Gladiator 60 Aliens (World set 2) 15 3D_Star Gladiator 2 61 Alley Master 16 3D_Street Fighter EX(Asia) 62 Alligator Hunt (unprotected) 17 3D_Street Fighter EX(Japan) 63 Alpha Mission II / ASO II - Last Guardian 18 3D_Street Fighter EX(US) 64 Alpha One (prototype, 3 lives) 19 3D_Street Fighter EX2(Japan) 65 Alpine Ski (set 1) 20 3D_Street Fighter EX2PLUS(US) 66 Alpine Ski (set 2) 21 3D_Strider Hiryu 2 67 Altered Beast (Version 1) 22 3D_Tetris The Grand Master 68 Ambush 23 3D_Toshinden 2 69 Ameisenbaer (German) 24 4 En Raya 70 American Speedway (set 1) 25 4-D Warriors 71 Amidar 26 64th. Street - A Detective Story (World) 72 Amigo 27 800 Fathoms 73 Andro Dunos 28 88 Games! 74 Angel Kids (Japan) 29 '99 The Last War 75 APB-All Points Bulletin 30 A.B. Cop (FD1094 317-0169b) 76 Appoooh 31 Acrobatic Dog_Fight 77 Aqua Jack (World) 32 Act-Fancer (World 1) 78 Aquarium(Japan) 33 Act-Fancer (World 2) 79 Arabian Act-Fancer Cybernetick Hyper Weapon (Japan 34 80 Arabian (Atari) revision 1) 35 Action Fighter 81 Arabian
    [Show full text]
  • The History of Video Games
    The history of video games • Introduction • Arcades • Nintendo • Sega • Sony • Microsoft • PC • Conclusion • Bibliography We are going to talk about the most known gaming systems up until now. We are also going to talk about the major console-producing companies, one by one. Arcade games are coin-operated machines, usually installed in public businesses, such as restaurants. They were most popular from the late 1970s to the mid-1990s. Even though they lost popularity in the western market, they still continue strong in Asian territory such as Japan. Arcades were home to great games like: Mortal Kombat Pac-man And Donkey Kong This is one of the most well-known and prominent video game companies of all time. Although they didn’t start out with video games they had great sucess with the Nintendo Entertainment System and it’s sucessor.Until now they have released the N64, the Gamecube, the Wii and Wii U. They also released various mobile consoles like the Gameboy, Ds, 3Ds and their variants. Nintendo owns great franchises like: Mario Legend of Zelda Metroid And Pokémon SEGA is also a very important company, being the competitor of Nintendo during the 1980s. They achieved this with Sonic, the companie’s mascot. He was a platformer like Nintendo’s Mario, but instead of being an italian plumber he was a fast and “hip” blue hedgehog. In 2001, the Dreamcast (their latest console) failed and forced the company into going third-party. This means they started making games for other consoles instead of their own. They have many iconic franchises like: Crazy Taxi Sonic the Hedgehog And Super Monkey Ball As you know Sony doesn’t only produce games, but they are “big dogs” in the gaming industry.
    [Show full text]
  • Revista Warpzone 07.Pdf
    Já dizia Bowie: “We can beat them, forever and ever…Oh, we can be heroes, just for one day”. Ayrton Senna sempre venceu, e ele se tornou um herói, não por apenas um dia, mas por toda eternidade. Idolatrado e lembrado com carinho por todos que vivenciaram seus mágicos momentos no esporte automobilístico, nosso herói também marcou presença no mundo dos games, criando lado a lado com a TecToy, o fantástico Super Mônaco GP II. Confira e relembre conosco este grande game, que levou muita velocidade e diversão aos donos dos consoles da SEGA no inicio dos anos 90. Viajamos para o outro lado do atlântico (mesmo que com as facilidades da internet ) para conversar com o francês Philippe Dessoly, criador do game Mr. Nutz durante a geração 16 bits, além de ser um dos responsáveis pelo vindouro remake do clássico Toki. Embarcamos ainda em uma viagem pelo passado, relembrando os principais programas Brasileiros que retrataram (ou tentaram) a paixão pelos games na TV. Acelere conosco pelo passado e boa leitura. Revista WarpZone nº 7 - É uma publicação e marca registrada da WarpZone Editora Direção: Cleber Marques • Edição: Johnny Vila, Fabio Reis • Revisão: Rafael Belmonte • Capa: Leandro Cruz • Diagramação: Cleber Marques • Arte de Capa: Lucas Cordda • Apoio na edição de Imagens: Edimartin Martins • Redação: Thiago Gonçalves, Rafael Belmonte, Pedro Ivo Prates, Flávio Antônio, Alan de Oliveira, Daniel Cuter, Roberto Rodrigues, Johnny Vila, Michel Borges, Zemo, Alexandre Pagano, Marcus Garrett, Mario Cavalcanti, Fabricio Aguiar e Tiozão da WZ. ntes da Blizzard reinar em jogos para computador, ela criou “AThe Lost Vikings”, game lançado para o Super Nintendo em 1992 e portado para DOS e Mega Drive no ano seguinte.
    [Show full text]
  • [Japan] SALA GIOCHI ARCADE 1000 Miglia
    SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th.
    [Show full text]
  • Console Games in the Age of Convergence
    Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon.
    [Show full text]
  • Video Game Trader Magazine & Price Guide
    Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates!
    [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]
  • Newagearcade.Com 5000 in One Arcade Game List!
    Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51.
    [Show full text]
  • Dp Guide Lite Us
    Dreamcast USA Digital Press GB I GB I GB I 102 Dalmatians: Puppies to the Re R1 Dinosaur (Disney's)/Ubi Soft R4 Kao The Kangaroo/Titus R4 18 Wheeler: American Pro Trucker R1 Donald Duck Goin' Quackers (Disn R2 King of Fighters Dream Match, The R3 4 Wheel Thunder/Midway R2 Draconus: Cult of the Wyrm/Crave R2 King of Fighters Evolution, The/Ag R3 4x4 Evolution/GOD R2 Dragon Riders: Chronicles of Pern/ R4 KISS Psycho Circus: The Nightmar R1 AeroWings/Crave R4 Dreamcast Generator Vol. 01/Sega R0 Last Blade 2, The: Heart of the Sa R3 AeroWings 2: Airstrike/Crave R4 Dreamcast Generator Vol. 02/Sega R0 Looney Toons Space Race/Infogra R2 Air Force Delta/Konami R2 Ducati World Racing Challenge/Acc R4 MagForce Racing/Crave R2 Alien Front Online/Sega R2 Dynamite Cop/Sega R1 Magical Racing Tour (Walt Disney R2 Alone In The Dark: The New Night R2 Ecco the Dolphin: Defender of the R2 Maken X/Sega R1 Armada/Metro3D R2 ECW Anarchy Rulez!/Acclaim R2 Mars Matrix/Capcom R3 Army Men: Sarge's Heroes/Midway R2 ECW Hardcore Revolution/Acclaim R1 Marvel vs. Capcom/Capcom R2 Atari Anniversary Edition/Infogram R2 Elemental Gimmick Gear/Vatical R1 Marvel vs. Capcom 2: New Age Of R2 Bang! Gunship Elite/RedStorm R3 ESPN International Track and Field R3 Mat Hoffman's Pro BMX/Activision R4 Bangai-o/Crave R4 ESPN NBA 2 Night/Konami R2 Max Steel/Mattel Interact R2 bleemcast! Gran Turismo 2/bleem R3 Evil Dead: Hail to the King/T*HQ R3 Maximum Pool (Sierra Sports)/Sier R2 bleemcast! Metal Gear Solid/bleem R2 Evolution 2: Far
    [Show full text]
  • Dreamcast.Pdf
    Cont ents HEALTH AND EPILEPSY WARNING ......................... 2 Managing Game Files .............................................. 14 WARNING .............................................................. 2, 3 Selecting a memory card ....................................... 14 CAUTION .................................................................. 4 Selecting a file ......................................................... 15 Usage Precautions ..................................................... 4 Initializing a memory card ...................................... 16 Part Names/Connecting Peripheral Equipment.......... 5 Copying files ............................................................ 18 Connecting To a Telephone Line ................................ 8 Deleting files ............................................................ 20 Connecting to a telephone line .................................8 Listening To Music .................................................. 22 Telephone wall jack ...................................................9 Listening to music CDs ........................................... 22 Phone cable ................................................................9 Changing Various Settings ...................................... 24 Cable positioning .......................................................9 Error Messages ........................................................ 25 Before Using the Dreamcast .................................... 10 Troubleshooting......................................................
    [Show full text]