Game Boy Programming Manual
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List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Videogames at the Library: Ahistoricalperspective
VideoGames at the Library: AHistoricalPerspective Gustavo Marfia∗,AlessandroAmoroso∗,MarcoRoccetti∗,GiulioBasile∗,ClaudioE.Palazzi† ∗ Dipartimento di Scienze dell’Informazione - Universit`adiBologna,Italia Email: {amoroso, marfia, roccetti}@cs.unibo.it † Dipartimento di Matematica Pura e Applicata - Universit`adegli Studi di Padova, Italia Email: [email protected] Abstract —We present an overview or the video games available at the Film Library of Bologna. This institution, in collaboration with the University of Bologna, has a whole collateral branch dedicated to the video games, as they can be considered a recreational activity somehow related to movies. This collection of video games conceptually starts from the ones that are strictly connected to movies, and then expands to a wider class of video games. A video game could be related with a movie either as its direct inspiration, its prequel or collateral plot, or also be created as a direct consequence of that movie. The expansion of the collection available in the Library includes a historical set of video games. In this paper we discuss the historical perspective of the relationship between technology and video games, providinga complete historical view of the video games by means of the titles and the consoles available in the Library. Several dedicated consoles are still in working conditions and could be used by the visitors of the Library. I. INTRODUCTION The collection of the Play Room of the Film Library of Bologna contains about 2000 video games, whose releases Fig. 1. Temporal distribution of games available at the Library with respect to the hardware platforms range from 1979, till the present date. -
THE SUPER WILDCARD DX2 FAQ V1.3 by Vincent Charbonneau
THE SUPER WILDCARD DX2 FAQ V1.3 By Vincent Charbonneau (AKA Fat_Mike) Last Update: January 8th 2003 This FAQ was written for the purpose of helping Super WildCard DX2 owners to get the most out of their unit. It is also supposed to help those of you who are new to the backup unit world. If you have a problem that isn’t listed in this document, be sure to e-mail me. If I, or someone, manage to solve it, I will add it in the next update of the FAQ with the proper credits given. And this is about the Super WildCard DX2, so if you are using another SNES backup unit, the information given in this FAQ are darn useless to you. When I talk about the SWC DX2, I refer to the Super WildCard DX2 (in case you didn’t know). And English is not my native language, so there might be grammar errors and such (even though the FAQ was corrected). If you don’t understand something or want me to correct something, again be sure to e-mail me ([email protected])! For those who are totally new to the copier world and don’t know what the hell I’m talking about, a Super WildCard is a Super Nintendo backup unit. With a SWC DX2, you can copy your game cartridges and play these copies (ROMs) without the need of the actual cart. You can also play a downloaded ROM image directly on your SNES just like the real cartridge. And there’s far more the SWC DX2 can do, but I can’t list all the possibilities of this copier, it would take a while. -
Cgm V2n2.Pdf
Volume 2, Issue 2 July 2004 Table of Contents 8 24 Reset 4 Communist Letters From Space 5 News Roundup 7 Below the Radar 8 The Road to 300 9 Homebrew Reviews 11 13 MAMEusements: Penguin Kun Wars 12 26 Just for QIX: Double Dragon 13 Professor NES 15 Classic Sports Report 16 Classic Advertisement: Agent USA 18 Classic Advertisement: Metal Gear 19 Welcome to the Next Level 20 Donkey Kong Game Boy: Ten Years Later 21 Bitsmack 21 Classic Import: Pulseman 22 21 34 Music Reviews: Sonic Boom & Smashing Live 23 On the Road to Pinball Pete’s 24 Feature: Games. Bond Games. 26 Spy Games 32 Classic Advertisement: Mafat Conspiracy 35 Ninja Gaiden for Xbox Review 36 Two Screens Are Better Than One? 38 Wario Ware, Inc. for GameCube Review 39 23 43 Karaoke Revolution for PS2 Review 41 Age of Mythology for PC Review 43 “An Inside Joke” 44 Deep Thaw: “Moortified” 46 46 Volume 2, Issue 2 July 2004 Editor-in-Chief Chris Cavanaugh [email protected] Managing Editors Scott Marriott [email protected] here were two times a year a kid could always tures a firsthand account of a meeting held at look forward to: Christmas and the last day of an arcade in Ann Arbor, Michigan and the Skyler Miller school. If you played video games, these days writer's initial apprehension of attending. [email protected] T held special significance since you could usu- Also in this issue you may notice our arti- ally count on getting new games for Christmas, cles take a slight shift to the right in the gaming Writers and Contributors while the last day of school meant three uninter- timeline. -
Pokémon Consolidates North American and European
Check out the table for a look into some of the games coming soon for Nintendo 3DS & Wii U: Nintendo 3DS Packaged Games Publisher Release date Paper Mario: Sticker Star Nintendo 7th December 2012 Scribblenauts Unlimited Nintendo 8th February 2013 Wreck-It Ralph Activision 8th February 2013 Super Black Bass Koch Media 15th February 2013 Viking Invasion 2 – Tower Defense Bigben Interactive 22nd February 2013 Crash City Mayhem Ghostlight Ltd 22nd February 2013 Shin Megami Tensei: Devil Survivor Overclocked Ghostlight Ltd 22nd February 2013 Imagine™ Champion Rider 3D UBISOFT February 2013 Sonic & All-Stars Racing Transformed SEGA February 2013 Dr Kawashima’s Devilish Brain Training: Can you stay focused? Nintendo 8th March 2013 Puzzler World 2013 Ideas Pad Ltd 8th March 2013 Jewel Master: Cradle of Egypt 2 Just for Games 13th March 2013 The Hidden Majesco Entertainment Europe 13th March 2013 Pet Zombies Majesco Entertainment Europe 13th March 2013 Face Racers Majesco Entertainment Europe 13th March 2013 Nano Assault Majesco Entertainment Europe 13th March 2013 Hello Kitty Picnic with Sanrio Friends Majesco Entertainment Europe 13th March 2013 Monster High™: Skultimate Roller Maze Little Orbit Europe Ltd 13th March 2013 Mystery Murders: Jack the Ripper Avanquest Software Publishing Ltd 15th March 2013 Puzzler Brain Games Ideas Pad Ltd 29th March 2013 Funfair Party Games Avanquest Software Publishing Ltd 29th March 2013 Midnight Mysteries: The Devil on the Mississippi Avanquest Software Publishing Ltd 29th March 2013 Luigi’s Mansion 2 Nintendo -
GBA Consolizer User Manual
GBA Consolizer User Manual July 9th, 2019 Stephen Williams @Woozle64 1.0 Initial Setup The GBA Consolizer requires a USB-Micro cable with a 5V/1A source and an HDMI-Mini cable. A Super Nintendo gamepad is used to control the game. 2.0 Hotkeys and Menu Navigation To access the on-screen display (OSD) from which user settings can be modified, press Down on the D- Pad + the Select button on either the SNES game pad or the GBA itself. The Up and Down buttons on the D-Pad are used to select the different menu options, pressing the A button enters the selected sub- menu and pressing the B button returns to the main-menu. Individual settings can be can changed using the Left and Right buttons on the D-Pad. To reset all user settings to their default values, press L+R+Start+Select while the OSD is open. The current firmware version is displayed in the lower section of the main menu. 3.0 User Settings The GBA Consolizer provides a wide range of options allowing the user to modify the functionality of the device. Two profiles are provided, one for Game Boy and Game Boy Color games and another profile for Game Boy Advance games. The correct profile is automatically loaded when the device starts-up. 3.1 Video Options Smooth (2x, 4x): This option uses an edge-aware upscaling method to smooth out jagged edges in the image as the image size is increased. Using Smooth 2x will apply 2x Nearest Neighbor followed by the Scale2x algorithm for an effective zoom of 4x. -
View the Index
INDEX A contacts, replacement of, 50 corrosion, silicon pads and, 44 AC adapters, 53 corrosion in battery compartment, 49 accessories, collecting of, 193--199 5V boost, 156 adhesive. See LOCA (liquid optically Game Pak repairs, 53--55 clear adhesive) long time storage, 49 Pokemon Mini, 223 power LED, changing of, 134--136 B battery doors, 123 Beam Gun, 20 baby powder, 34, 83, 85 bivert module, 78--81, 137 backlights, 14 Game Boy Pocket, 151--152 colored backlight installation, 137 blade (boxcutter), 32 Game Boy Advance (GBA) mod, foil and polarizer removal, 75--76 158--173 bootleg game cartridges, 190--192 Game Boy Color (GBC) mod, 116--117 box art, 188, 200--211 Game Boy DMG mod boxcutter (blade), 32, 75--76 backlight preparation, 82--84 bricks, 61 bivert (hex inversion) module brightness, 156 installation, 78--81 buttons case removal, 72--73 cleaning sticky buttons, 43 polarizer, removal of, 74--77 customization, 122 reassembling the case, 86--88 Game Boy Advance (GBA), 170, 171 screen removal, 73 Pokemon Mini, 221, 222 Game Boy Pocket mod, 146--156 troubleshooting, 115 light panels, 101 Newton rings, 85 Pokemon Mini mod, 214--225 C soldering resistors, 38 tools for, 70 Camera, Game Boy, 196 troubleshooting, 89, 155, 172, 225 capacitor, 84, 86, 223 Bandai, 25 cartridges. See game cartridges (carts) Barcode Boy, 195 case. See shells batteries circuit board AC adapters, 53 bivert module installation, 151--153 (continues) Index 233 circuit board (continued) corrosion buttons, cleaning of, 43 cleaning techniques, 34, 47--49, 61 5V boost -
A Rhizomatic Reimagining of Nintendo's Hardware and Software
A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts at Concordia University Montreal, Quebec, Canada April 2017 © Marilyn Sugiarto, 2017 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By Marilyn Sugiarto Entitled A Rhizomatic Reimagining of Nintendo’s Hardware and Software History and submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: __________________________________ Chair Dr. Maurice Charland __________________________________ Examiner Dr. Fenwick McKelvey __________________________________ Examiner Dr. Elizabeth Miller __________________________________ Supervisor Dr. Mia Consalvo Approved by __________________________________________________ Chair of Department or Graduate Program Director __________________________________________________ Dean of Faculty Date __________________________________________________ iii Abstract A Rhizomatic Reimagining of Nintendo’s Hardware and Software History Marilyn Sugiarto Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American -
(12) Ulllted States Patent (10) Patent N0.: US 8,157,654 B2 Link (45) Date of Patent: Apr
US008157654B2 (12) Ulllted States Patent (10) Patent N0.: US 8,157,654 B2 Link (45) Date of Patent: Apr. 17, 2012 (54) HAND-HELD VIDEO GAME PLATFORM 2 lg; gl?almilz’a , , re er1 sen EMULATION 5,095,798 A 3/1992 Okada et al. 5,134,391 A 7/1992 Okada (75) IHVeHIOII Patl‘lck J- Llllk, Camatlon, WA (Us) 5,153,577 A * 10/1992 Mackey et a1, ,,,,,,,,,,,,, ,, 345/639 5,184,830 A * 2/1993 Okada et al. (73) Assignee: Nintendo Co., Ltd., Kyoto (JP) 5,265,888 A 11/1993 Yamamoto et al. 5,282,621 A * 2/1994 Tseng ( * ) Not1ce.~ . Subject'~ to any d1scla1mer,~ ~ the term ofth1s- 5,395,1125,300,944 A 4/19943/l995 DarlingShapiro et al. patent 15 extended or adjusted under 35 _ U.S.C. 154(1)) by 1258 days. (Commued) (21) APPL NO; 10/690,818 FOREIGN PATENT DOCUMENTS EP 0 960 637 12/1999 (22) Filed: Oct. 23, 2003 (Continued) (65) Prior Publication Data OTHER PUBLICATIONS Us 2004/0157664 A1 Aug. 12, 2004 Z80-68K-vl50 Z80 Engine Written in 68020 assembler for inclusion in C/C++ projects, Written by Gunter Woigk, dated Dec. 25, 1999* Related US. Application Data (62) D1v1s1on_ _ _ of appl1cat1on_ _ No. 09/723,322, ?led on Nov. (Continued) 28, 2000, HOW Pat- NO- 6,672,963 Primary Examiner * Dmitry Suhol 51 I t Cl A sslslanl' Exammer ' * D av1'd D u ffy ( ) An6éF M4 (2006 01) (74) Attorney, Agent, or Firm 4 Nixon & Vanderhye RC. (52) US. Cl. ................. .. 463/43; 463/1; 463/44; 463/45 (57) ABSTRACT (58) Fleld of Classl?catlon Search """ A software emulator for emulating a handheld video game See application ?le for complete search histaorsy. -
Nintendo from About.Com
Nintendo from about.com - 10/20/11 2:07 PM / 1 http://classicgames.about.com/od/history/a/NintendoHist1.htm http://classicgames.about.com/od/history/a/NintendoHist2.htm http://classicgames.about.com/od/history/a/NintendoHist3.htm http://classicgames.about.com/od/classicvideogames101/p/FusajiroYamauch.htm The History of Nintendo The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. The History of Nintendo Part 1 - From Playing Cards to Electronic Toys By D.S. Cohen, About.com Guide The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. When Japan cut off its relations with the Western World in 1633 there was a ban put on all foreign playing cards as they encouraged illegal gambling. Playing cards were extremely popular at the time (mainly because of the gambling) so it wasn't long before the Japanese started creating their own home grown card games. -
Innovation in the Video Game Industry: the Role of Nintendo
Department of Business and Management Course of Managerial Decision Making Innovation in the video game industry: the role of Nintendo Prof. Luigi Marengo Prof. Luca De Benedictis SUPERVISOR CO-SUPERVISOR Fulvio Nicolamaria ID No.705511 CANDIDATE Academic Year 2019/2020 To those who belong to my past, that have made me what I am and to those who belong to my present, who give me the strength to advance 2 Foreword Writing a paper with the gaming industry as one of the main themes may seem, in the eyes of the reader that is not properly involved in the subject, as something atypical and far from the academic conception of what should be debated in a thesis. However, in a work that concerns Economics, even an industry dedicated solely to entertainment like that one of video game can be an interesting challenge. Moreover, each thesis should aim to develop researches on new topics and to process the results. What better way to do this if not by exploring overlooked fields of research? The idea of a work involving Nintendo company as the main topic was among the possible research options, and choosing it as the theme to conclude the Master Degree was the goal I had proposed to myself for a long time. The involvement of the subject of innovation comes from the belief of its importance; since these two themes, innovation and Nintendo, could be easily combined, it was natural to create this work in some way dual. Making available to any reader topics so far from usual ones, without sacrificing the academic character of the paper, was both a challenge and a target.