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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. -
Instruction Booklet 53920A
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 INSTRUCTION BOOKLET PRINTED IN USA 53920A PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS WARNING - Electric Shock ® PRODUCT BEFORE USING YOUR NINTENDO HARDWARE To avoid electric shock when you use this system: SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. Do not use the Nintendo GameCube during a lightning storm. There may be a risk of electric shock from lightning. 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. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING Make sure that the AC adapter cord is fully inserted into the wall outlet or WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet. WARNING - Seizures Some people (about 1 in 4000) may have seizures or blackouts triggered by CAUTION - Motion Sickness light flashes or patterns, such as while watching TV or playing video games, Playing video games can cause motion sickness. If you or your child feel dizzy or even if they have never had a seizure before. nauseous when playing video games with this system, stop playing and rest. -
We Define CSR As “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR Report Is a Digest Version of the Acti
We define CSR as “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR report is a digest version of the activities Nintendo has been working on to achieve our CSR goal. Please refer to the Nintendo Co., Ltd. website for more detailed information about our CSR activities. We welcome your opinions and comments about the CSR Report 2015 on our website. The cover Digest Version (this report) features the faces of Nintendo employees. Detailed Version (website) http://www.nintendo.co.jp/csr/en/ Reporting Scope Nintendo Overview The scope of this report covers the activities and data of the Nintendo Group (Nintendo Co., Ltd. and its main subsidiaries). Company Name Nintendo Co., Ltd. Any information not within this scope is explicitly identified as such. For the purposes of this report, the term “Nintendo” Location refers to the entire Nintendo Group. Nintendo Co., Ltd. is 11-1 Hokotate-cho, Kamitoba, Minami-ku, Kyoto, Japan referred to by its complete name. Founded September 1889 Reporting Period Incorporated This report mainly covers activities in fiscal year 2014 (from November 1947 April 2014 through March 2015), in addition to some recent Capital activities and some activities prior to fiscal year 2014. 10,065,400,000 yen Sales Publication Date 549,780,000,000 yen (fiscal year ended March 2015) Publication date of English report: July 2015 (The next English report will be published in July 2016) Number of Consolidated Employees 5,120 employees (as of the end of March 2015) Business Description Manufacture and sale of home leisure equipment President’s Message Smile Value Creation for the Future Using Intangible Assets Sharing Enduring Values take them beyond the game world through this new this belief, we revised our definition of entertainment as platform in the form of figures that are compatible with “improving people’s QOL (Quality of Life) in enjoyable Nintendo has been delivering smiles to consumers multiple games and create new play styles. -
Jeux Video Games MILLON
V MILLON JEUDI 13 JUIN À 18H - SALLE V jeux video games #1 jeux video games EXPERT : CAMILLE COSTE JEUDI 13 JUIN À 18H - SALLE V V MILLON jeux video games JEUDI 13 JUIN 2013 À 18H EN SALLE V V EXPOSITIONS PUBLIQUES : CONTACT ÉTUDE : SALLE V V - 3 RUE ROSSINI Alexis JACQUEMARD Mercredi 12 juin de 11h à 18h [email protected] Anastasia HIRT [email protected] EXPERT : 5 avenue d’Eylau Camille COSTE 75116 Paris (+33)0 6 48 16 42 09 Tél. : (+33)01 47 27 95 34 [email protected] Fax : (+33)01 47 27 70 89 Integralite des lots reproduits sur notre site www.millon-associes.com exemplaire : / 1 500 Millon & Associés. SVV Agrément n°2002 - 379. Habilités à diriger les ventes : Alexandre Millon, Claude Robert. une première européenne : l’univers du jeux vidéo Des salles d’arcade aux magasins de quartier, des magasins à notre Créant parfois la polémique, restant discret la plupart du temps, salon, de notre salon à notre vitrine et récemment, de nos vitrines le jeu vidéo est plus qu’un simple amusement ; il porte d’ailleurs aux musées tel que le Museum of Modern Art (MoMA) de New York bien mal son triste nom, et devrait probablement être renommé City… “Expérience vidéo interactive“. Réduire à “jeu” le travail d’un scénariste voulant faire passer un message par le biais de ce support Qu’on se le dise, le jeu vidéo est bien aujourd’hui l’une des cultures serait comme réduire le cinéma aux « blockbusters » américains. populaires les plus en vogue, et doit être enfin reconnu comme notre C’est un vaste milieu, qui raconte beaucoup, et qui n’a pas fini de 10ème art pour son univers qui intègre le joueur (parfois spectateur) crier haut et fort ce qu’il a dans le cœur. -
Installing the Game Boy Advance Wireless Adapter Using the Game
ENGLISH ▲! WARNING Using the Game Boy Advance Wireless Adapter PLEASE CAREFULLY READ THE HEALTH AND SAFETY PRECAUTIONS BOOKLET There are two ways to play multi-player games with the wireless adapter depending on INCLUDED WITH THE GAME BOY ADVANCE OR GAME PAKS BEFORE USING how the game is designed. Some games will include both types of multi-player THIS ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY game play in one Game Pak. INFORMATION. Single Game Pak Player 1 has a Game Boy Advance Game Pak in their Game Boy Advance. Players 2, 3 and/or 4 download the game information into their Game Boy Advance systems for multi- Lock Release Buttons player games. This method needs only one Game Boy Advance Game Pak. Press inwards to release the adapter. Multiple Game Paks All players have the same Game Boy Advance Game Pak in each Game Boy Advance system. This method requires a Game Boy Advance Game Pak for each player. External Extension Connector Plug For best results, follow these guidelines: Connects to the External Extension • Do not hold, carry or shake the Game Boy Advance by the wireless adapter. Connector (EXT. on the Game Boy Advance • Remove the wireless adapter when not in use. and EXT.1 on the Game Boy Advance SP) on the top of the Game Boy Advance. • Use the wireless adapter within 3 meters (10feet) of each other. The effective range may Model-No.: AGB-015 vary depending on outside interference from radio frequency sources. • Avoid using the wireless adapter around devices that may cause radio frequency The Game Boy Advance Wireless Adapter allows up to five people to play wireless compa- interference such as cordless phones, microwave devices or wireless LANs (local area tible multi-player games without the use of cables. -
Annual Report 2011
ANNUAL REPORT 2011 ANNUAL REPORT 2011 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p04_p05 ア ニュア ル レ ポ ート 2011 p04_p05 アニュアルレポート 2011 p06_p07 アニュアルレポート 2011 p06_p07 ア ニュア ル レ ポ ート 2011 p08_p09 Message from the President Since the launch of the Nintendo Entertainment System more than a quarter of a century ago, Nintendo has been offering the world unique and original entertainment products under the development concept of hardware and software integration. Among the few global Japanese home entertainment companies, Nintendo truly represents video game culture, and it is a well-known brand throughout the world. Our basic strategy is the expansion of the gaming population, which is to encourage as many people in the world as possible, regardless of age, gender or gaming experience, to embrace and enjoy playing video games. In 2004, Nintendo launched a handheld game device called Nintendo DS with dual screens including one touch screen, and has been expanding the diversity of consumers who enjoy video games by releasing applicable software titles in a range of genres that went beyond the then-current definition of games. In addition, Nintendo launched a home console game system called Wii in 2006, which lowered the threshold for people to play games by providing more intuitive gaming experiences with motion controllers. Nintendo offers home entertainment that enables family members and friends to have fun together in their living room and continuously strives to create an environment where everybody can enjoy video games. -
Musik Mit Dem Game Boy
DIPLOMARBEIT Titel der Diplomarbeit Moderne Chiptunes: Musik mit dem Game Boy Verfasser Hannes Krättli angestrebter akademischer Grad Magister der Philosophie (Mag.phil.) Wien, 2013 Studienkennzahl lt. Studienblatt: A 316 Studienrichtung lt. Studienblatt: Diplomstudium Musikwissenschaft Betreuer: Univ.-Prof. Dr. Christoph Reuter INHALTSVERZEICHNIS 1. Einleitung 2. Chipmusic 2.1. Medium 2.2. Form 2.3. Kultur 3. Historische Entwicklung 3.1. Bleeps der Riesenrechner 3.2. Heimcomputer und Spielkonsolen 3.3. Demo Szene 3.4. Circuit Bending 3.5. Moderne Chiptunes 4. Musik mit dem Game Boy 4.1. Chronik 4.2. Hardware 4.3. Software 4.3.1. Sequenzer 4.3.1.1. Trippy H 4.3.1.2. Nanoloop 4.3.1.3. Little Sound DJ 4.3.2. Synthesizer 4.3.2.1. Muddy GB 4.3.2.2. Death Ray 4.3.2.3. mGB 4.4. Vor- und Nachteile der verschiedenen Modelle 4.4.1. Versuchsaufbau 4.4.2. Analyse 4.4.2.1. Emulator (BGB) 4.4.2.2. Game Boy Original 4.4.2.3. Game Boy Pocket 4.4.2.4. Game Boy Color 4.4.2.5. Game Boy Advance 4.4.2.6. Game Boy Advance SP 4.4.2.7. Game Boy Micro 4.4.3. Fazit 5. Chiptunes in der Popmusik 5.1. Der kleine schmutzige Bruder 5.2. Für immer Retro? 6. Ausblick 1. Einleitung Die Idee, meine Diplomarbeit über Game Boy Musik zu schreiben, hat mir ein Studienkolleg gegeben, welchem ich von meinen Chiptunes erzählte während ich auf der Suche nach einem Thema war. Ich wäre selbst wahrscheinlich wirklich nicht auf dieses mir so naheliegende Feld der Popkultur gekommen. -
Backward Compatibility to Sustain Market Dominance – Evidence from the US Handheld Video Game Industry
Backward Compatibility to Sustain Market Dominance – Evidence from the US Handheld Video Game Industry Jörg Claussen Tobias Kretschmer Thomas Spengler ICE, LMU Munich ICE, LMU Munich ICE, LMU Munich Schackstr. 4/III, Schackstr. 4/III, Schackstr. 4/III, 80539 Munich, Germany 80539 Munich, Germany 80539 Munich, Germany [email protected] [email protected] [email protected] May 2010 Abstract: The introduction of a new product generation forces incumbents in network industries to rebuild their installed base to maintain an advantage over potential entrants. We study if backward compatibility can help moderate this process of rebuilding an installed base. Using a structural model of the US market for handheld game consoles, we show that backward compatibility lets incumbents transfer network effects from the old generation to the new to some extent but that it also reduces supply of new software. We also find that backward compatibility matters most shortly after the introduction of a new generation. Finally, we examine the tradeoff between technological progress and backward compatibility and find that backward compatibility matters less if there is a large technological leap between two generations. We subsequently use our results to assess the role of backward compatibility as a strategy to sustain a dominant market position. Keywords: backward compatibility, market dominance, network effects, two-sided markets JEL Classification: L15, L82, O33 Acknowledgements: We thank participants at EARIE 2009, seminar participants at Universidad Carlos III Madrid, European Business School, EM Lyon, LMU Munich, TU Munich, and Albert Banal-Estanol, Mélisande Cardona, Sofronis Clerides, Thorsten Grohsjean, Mariana Rösner, Erik Lehmann, Tim Simcoe, Jan Tonon, Stefan Wagner and Martin Watzinger for helpful comments and discussions. -
Annual Report 2011
ANNUAL REPORT 2011 ANNUAL REPORT 2011 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p04_p05 ア ニュア ル レ ポ ート 2011 p04_p05 アニュアルレポート 2011 p06_p07 アニュアルレポート 2011 p06_p07 ア ニュア ル レ ポ ート 2011 p08_p09 Message from the President Since the launch of the Nintendo Entertainment System more than a quarter of a century ago, Nintendo has been offering the world unique and original entertainment products under the development concept of hardware and software integration. Among the few global Japanese home entertainment companies, Nintendo truly represents video game culture, and it is a well-known brand throughout the world. Our basic strategy is the expansion of the gaming population, which is to encourage as many people in the world as possible, regardless of age, gender or gaming experience, to embrace and enjoy playing video games. In 2004, Nintendo launched a handheld game device called Nintendo DS with dual screens including one touch screen, and has been expanding the diversity of consumers who enjoy video games by releasing applicable software titles in a range of genres that went beyond the then-current definition of games. In addition, Nintendo launched a home console game system called Wii in 2006, which lowered the threshold for people to play games by providing more intuitive gaming experiences with motion controllers. Nintendo offers home entertainment that enables family members and friends to have fun together in their living room and continuously strives to create an environment where everybody can enjoy video games. -
Instruction Booklet Mode D'emploi Folleto De
INSTRUCTION BOOKLET Pages 1-29 MODE D'EMPLOI Pages 31-61 Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. FOLLETO DE INSTRUCCIONES PRINTED IN USA IMPRIMÉ AUX É.-U. IMPRESO EN LOS EE.UU. Páginas 63-93 58485A Table of Contents WARNING: PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING Important Safety Information 2-5 YOUR NINTENDO® HARDWARE SYSTEM, GAMES OR ACCESSORIES. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. Components 6-9 Compatibility with Game Boy Games and Accessories 10 Charging the Game Boy micro Battery Pack 11-14 The official seal is your assurance that Using the Game Boy micro Video Game System 15-16 this product is licensed or manufactured Multiplayer Game Play 17-19 by Nintendo. Always look for this seal Changing the Faceplate 20 when buying video game systems, Battery Pack Replacement 21 accessories, games and related products. Troubleshooting 22-23 Nintendo does not license the sale or use of products without the Official Nintendo Seal. ESRB Video Game and PC Software Rating Information 24-25 Warranty and Service Information 26-29 Nintendo products are protected by some or all of the following patents: United States Patent Numbers: 4,932,904; 5,095,798; 5,134,391; 5,184,830; 5,207,426; 5,291,189; 5,327,158; 5,337,069; 5,371,512; 5,400,052; 5,483,257; 5,495,266; 5,509,663; 5,608,424; 5,708,457; 6,544,126; 6,322,447; 6,315,669; 6,120,379; 6,200,253; 5,226,136; 5,276,831; D468,743 Canadian Patent Numbers: 2,007,434; 2,037,909; 2,048,167; 2,049,899; 2,049,900; 2,049,914; Please read the following instructions before setup or use of the Game Boy® micro. -
Japanese Gaming Trends
Japanese Video Gaming Trends Past, Present & Future 1 Japanese Video Game Market Size Source: Famitsu by ENTERBRAIN, INC. (Japan) 2 Japanese Video Gaming Timeline Data Collected from December 29, 1986 to December 26, 2010 100 Millions of JPY 8000 2006: Playstation 3, 1996: 2000: Wii Nintendo 64 Playstation 2 7000 1994: 1998: 2005: 3DO Real, NeoGeo Xbox 360 Sega Saturn, 6000 1990: Pocket, NeoGeo, PlayStation Dreamcast 2002: Game Gear, PC-FX XBox SNES 5000 1988: Genesis 4000 1999: WonderSwan 1995: Virtual Boy 2004: 3000 Nintendo DS, 1989: PlayStation Gameboy Portable 2000 1987: TurboGrafx-16 1000 0 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Source: Famitsu by ENTERBRAIN, INC. (Japan) 3 Arcade Gaming Sales in Japan 250 200 150 100 Sales/Billion Yen Sales/Billion 50 0 2004 2005 2006 2007 2008 2009 2010 Year Source: JAMAA 4 Arcade Gaming in Japan Demographics • Over 19,000 amusement arcades in Japan • 3.94 arcades per 100,000 people • Arcade games played across all age groups • 30% of arcade video game players over 60 Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 5 Arcade Gaming in Japan Top Genres: • Board games • Horse Racing • Pachinko • Trading card games Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 6 Arcade Gaming in Japan Major Developers/Publishers: • Namco Bandai • Taito • Sega • Capcom • Konami Source: Amusement Industry Survey Report 2011, CAPCOM CO., LTD. (Japan) 7 Arcade Gaming in Japan Market Drivers 67 Urbanization Growth In Japan 66.5 66 65.5 65 64.5 64 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Growth in urbanization has fuelled a boom in arcade video gaming.