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Tie Break Tennis by 01Toys Review by Jr2swiss Nov/04/2004
Offline Edition Version: Mar/22/2005 14:13 http://reviews.chemicalkungfu.de/ 1 Ah Catsmanga Daioh by taRo Review by BobBorakovitz Nov/03/2004 This is a really nice little game, very polished with excellent graphics and music! The text is in Japanese (or another similar foreign language) but it's easy to understand the menus. The gameplay is simple, you are a little anime girl on the bottom of the screen, your goal is to avoid the many cats that are falling from the sky while collecting tokens that also fall from the sky. For every cat that you avoid you get 1 point, and you get bonus points by collecting the tokens. I love the music, it's a catchy tune, but there's not too many sound effects, however the ones that are there work well and sound great without crackling. The feature in this game that really makes it stand out is the online ranking system! When your game ends you get a screen that has a password and a website to rank yourself among other players! At the time of this writing, my ranking is a dismal #144! Oh well, I'll keep trying! Graphics: 9 Sound: 8 Gameplay: 9 Progress: 10 Gameidea: 6 Replay value: 7 OVERALL RATING: 8.2 2 Air Rage by Taras Young Review by frolik Nov/04/2004 Coded for the 15 days Coding Competition was this little one-shot shootemup where you fly a Boeing 737 that has been armed to the teeth with weapons and are pursued by government jets intent on taking you down. -
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 -
Metadefender Core V4.13.1
MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Tellstory a Medialogy Project About Storytelling in Handheld Games
TellStory A Medialogy project about storytelling in handheld games Medialogy - 10th semester Project period: 01-02-2010 to 16-06-2010 Supervisors: Tony Brooks & Kristoffer Jensen Student: David Lindholm Abstract This paper describes a project made to explore storytelling in a game on a hand-held platform. The application used in the test is a small game-like iPhone app, implemented using the iPhone SDK 3.2 and various other tools. The application tells two stories using two different storytelling tools: Non-player character (NPC) dialogue and pure text. To evaluate the impact of having a character there to tell the story versus just reading a screen of text, a small group of people were tested and interviewed. The results give some insight into what factors influence storytelling in a hand-held game, as well as the understanding of the story and storytelling preferences. ------------------------------ David Lindholm David Lindholm 2 of 55 Reader's manual The report is numbered with Arabic numerals, and the appendix is numbered using Roman numerals. When referencing other sections, both the section and page numbers will be listed. All figures and tables are numbered incrementally using Arabic numerals. When reading this report, any mentions of previous or earlier projects are to be understood as previous projects and project groups I have been involved in. Acknowledgements Parts of the test application relies on graphics that were reused from previous projects. Additionally, as there is a small amount of overlap between this project and previous works, parts of this report contain content also used in earlier reports. For those reasons, I would like to thank my former associates Razvan Enescu, Qiong Jia, and Nicolaj Hansen, for allowing me to continue the work that we started together. -
Gamepark GP2X Owner's Manual
GP2X User Guide Version 1.2 Authored by: Guyfawkes Last Updated: December 26, 2005 Homepage: http://www.emuholic.com/ Contents Basic Usage Page 3 – GP2X Information Page 6 – Setting up your GP2X Page 8 – Using the GP2X for the first time Page 11 – Managing files on the GP2X Page 12 – Installing and loading software Page 15 – Viewing Images Page 17 – Playing Music Page 19 – Viewing Movies Page 21 – Reading E-Books Page 23 – Using Explorer Page 25 – Using the Settings menu Page 28 – Troubleshooting Page 29 – Useful information Advanced Usage Page 30 – Installing software updates and firmware flashing Page 32 – Customising the menu graphics Page 33 – Developing for the GP2X introduction Page 34 – Credits, Thanks and other stuff 2 GP2X Information Product Name: * GP2X-F100 General * Main Processor: MagicEyes MP2520F * CPU: ARM920T - 200 MHz * CoProcessor: ARM940T - 200 MHz * Dimension 143.6mm* 82.9mm*34mm * Mass (w/o batteries): 161g/5.68oz (GP32 NLU: 163g/5.74oz) * RAM: 64Mb * Internal Storage: 64Mb NAND Flash Memory * External Storage: SD Card * Connections: EXTension port, USB 2.0, DC in (3v), Headphone jack. * O/S: Linux * Batteries: 2 x AA * Display: 3.5" TFT LCD * Resolution: 320*240 (QVGA) * TV Output: up to 720*480 with separate S-Video cable. Video * Video Codec support: MPEG 1, 2, 3, 4, DivX 3.11, 4.x, 5.x and higher, XviD, WMV (7, 8, 9 Series by 'After Support') * Extension support: AVI, MPG, MPEG * Audio Formats: MP3, OGG, WMA (by 'After Support') * Resolution: MAX 720*480 * Frame Rate: Max 30 fps * Bit Rate: Video Max: 2500Kbps, -
Juegos En Plataformas Móviles
Juegos en Plataformas M´oviles por Daniel Ricardo Rodr´ıguez Cuberos Asesor: Pablo Figueroa, PhD Propuesta de Trabajo de Tesis presentada al Departamento de Ingenier´ıade Sistemas y Computaci´on Para optar al t´ıtulode Ingeniero de Sistemas y Computaci´on Ingenier´ıade Sistemas y Computaci´on Universidad de Los Andes Junio 2006 0000 P´agina del Lector La Universidad de los Andes requiere la firma de todas las personas que utilicen o fotocopien esta tesis. Favor firmar dejando abajo Nombre y Direccion ii 0000 Declaro que soy el unico autor de la presente tesis. Autorizo a la Universidad de los Andes para que esta tesis sea prestada a otras instituciones o personas para prop´ositos de investigaci´onsolamente. Firma Tambi´enautorizo a la Universidad de los Andes para que este documento sea fotocopiado en su totalidad o en parte por otras instituciones o personas con fines de investigaci´osolamente. Firma iii 0000 Carta de Presentaci´on Bogot´a, Doctora, OLGA LUCIA GIRALDO Director Departamento de Ingenier´ıade Sistemas y Computaci´on Universidad de los Andes Estimada doctora Giraldo Por medio de la presente me permito poner en consideraci´on el proyecto de grado titulado : Juegos en Plataformas M´oviles como requisito parcial de grado del programa de Ingenier´ıade Sistemas y Computaci´on. Agradezco su amable atenci´on y me suscribo de Ud. Atentamente, Daniel Ricardo Rodr´ıguezCuberos i Juegos en Plataformas M´oviles Aprobado por: Pablo Figueroa, PhD, Asesor Fecha de Aprobaci´on 0000 ´Indice I. Juegos en Plataformas M´oviles 3 1.1. Justificaci´on . 3 1.2. -
SOFTWARE LIST SNAPSHOTS(Update 20210815)
SOFTWARE LIST SNAPSHOTS (update 20210815) The most largest collection of snapshots for MAME ™ - Latest version: 0.234 TOTAL SETs PARENTs DEVICEs TOTALs MAME Machines : 38.293 12.944 5.309 43.675 MAME Software List : 123.542 0 13/03/1900 00:00 SETs added in in this version 92 Total pS's snapshots: 122.760 All progetto-SNAPS site resources: 203.966 REASSUMED DETAILED ACTUAL SET DEL NEW UPD for 0.234 MAME MESS on-line THIS UPDATE P 1.834 1 0 3.325 3.004 303 ArtPreview 25 0 25 C 1.516 3.350 P 663 2 0 1.710 Bosses 5 0 5 C 1.052 1.715 P 3.839 3 1 6.550 3.553 3.034 Cabinets 0 0 0 C 2.710 6.549 P 2.374 4 0 3.150 2.533 627 Control Panel 0 0 0 C 776 3.150 5 Covers (SL) 0 0 0 0 10.350 SL 10.350 6 Devices 2 0 0 0 1.960 1.958 P 1.019 7 1 1.190 Ends 11 18 29 C 181 1.200 P 3.747 8 0 5.094 4.598 512 Flyers 0 0 0 C 1.347 5.094 P 3.593 9 0 8.475 GameOver 75 1 76 C 4.957 8.550 P 865 10 0 2.050 HowTo 25 1 26 C 1.210 2.075 P 15.958 11 (EXTENDED) 6 37.480 29.046 3.260 Icons 0 0 0 C 21.516 37.474 P 1.132 12 0 3.200 Logo 50 1 51 C 2.118 3.250 P 2.079 13 1 2.800 1.997 792 Manuals 0 0 0 C 720 2.799 14 Manuals (SL) 0 0 0 0 2.140 SL 0 2.140 P 3.454 15 6 4.550 3.419 1.142 Marquees 0 0 0 C 1.090 4.544 P 2.194 16 6 3.144 2.562 576 PCB 0 0 0 C 944 3.138 P 2.764 17 0 7.775 Scores 75 1 76 C 5.086 7.850 P 2.103 18 0 5.085 Select 40 1 41 C 3.022 5.125 P 11.892 19 4 43.185 33.516 4.452 Snap 294 22 316 C 31.583 43.475 20 Snap (SL) 7 175 3 178 43.026 SL 167 43.193 P 11.892 21 4 43.185 33.516 4.452 Titles 294 23 317 C 31.583 43.475 22 Titles (SL) 7 170 2 172 40.568 SL 162 40.730 -
Nintendo Hacking Teatime
Nintendo Hacking Teatime + = How are you, gentlemen!! Would you like a cup of tea? Wii ● No homebrew yet :-( ● But Wiimote useable with computers :-) ● All kinds of applicatios already ● Mouse control ● Wiitar ● Drums ● Games DS ● cheap, small and sexy coding patform – DS Lite 140€ – Card adapter ~40€ – CF | SD card ~10€ – Total ~ 190€ So what do you get for that? ● Two screens ● A Touchscreen ● Wifi (2MBit) ● 2 CPUs ● A Microphone ● Stereo Speakers ● 2D/3D accelerated graphics HW How can I run code? ● Adapter cards Code NoPass Memory Card Adaper Card Unmodified DS WMB ± Wireless MultiBoot ● Purpose: – Downloading demos – multiplayer games ● Binaries protected by RSA signature ● Remove signature => Execute arbitrary code! ● But: Limited to Ralink chipset ● List of cards: http://ralink.rapla.net/ – USB sticks do not work WMB alternative: DSFTP ● Homebrew FTP server running on DS ● Downloads homebrew to card ● Special command for execution ● Access point required ● http://giesler.biz/bjoern/en/sw_dsftp.html To flash or not to flash? ● Advantages: ● Disadvantages: – No more health screen – Risky! – WMB works with homebrew – Warranty? – No NoPass required Homebrew ± What©s there? ● Media Players (mp3, Video, ...) ● IRC Clients ● VNC ● PDA software ● Instant Messengers ● Music Software <3 ● All kinds of games ● Emulators (ScummVM , SNES, Mac+, C64, TI Calcs) Demos later! Getting your hands dirty! Getting your hands dirty! ● Now how can we code on this thing? ● Language: C / C++ – (also: Lua, Pascal) ● toolchain for all platforms ● http://www.devkitpro.org/ -
COMPLETE MAME ARCADE GAMES LIST (32,265 Files Featuring Various Release Versions) Over 4,500 Individual Arcade Games Search This PDF File by Pressing CTRL + F
COMPLETE MAME ARCADE GAMES LIST (32,265 files featuring various release versions) Over 4,500 individual Arcade Games Search this PDF file by pressing CTRL + F '88 Games '99: The Last War (Kyugo) '99: The Last War (set 1) '99: The Last War (set 2) 'L' Of A Day (Project) (Cash set) (PROCONN) 'L' Of A Day (Project) (Token set) (PROCONN) 1 on 1 Government (Japan) 10 X 10 (Barcrest) (MPU4) (set 1) 10 X 10 (Barcrest) (MPU4) (set 10) 10 X 10 (Barcrest) (MPU4) (set 11) 10 X 10 (Barcrest) (MPU4) (set 12) 10 X 10 (Barcrest) (MPU4) (set 13) 10 X 10 (Barcrest) (MPU4) (set 14) 10 X 10 (Barcrest) (MPU4) (set 15) 10 X 10 (Barcrest) (MPU4) (set 16) 10 X 10 (Barcrest) (MPU4) (set 17) 10 X 10 (Barcrest) (MPU4) (set 18) 10 X 10 (Barcrest) (MPU4) (set 19) 10 X 10 (Barcrest) (MPU4) (set 2) 10 X 10 (Barcrest) (MPU4) (set 20) 10 X 10 (Barcrest) (MPU4) (set 21) 10 X 10 (Barcrest) (MPU4) (set 22) 10 X 10 (Barcrest) (MPU4) (set 23) 10 X 10 (Barcrest) (MPU4) (set 24) 10 X 10 (Barcrest) (MPU4) (set 25) 10 X 10 (Barcrest) (MPU4) (set 26) 10 X 10 (Barcrest) (MPU4) (set 27) 10 X 10 (Barcrest) (MPU4) (set 28) 10 X 10 (Barcrest) (MPU4) (set 29) 10 X 10 (Barcrest) (MPU4) (set 3) 10 X 10 (Barcrest) (MPU4) (set 30) 10 X 10 (Barcrest) (MPU4) (set 31) 10 X 10 (Barcrest) (MPU4) (set 32) 10 X 10 (Barcrest) (MPU4) (set 33) 10 X 10 (Barcrest) (MPU4) (set 34) 10 X 10 (Barcrest) (MPU4) (set 35) 10 X 10 (Barcrest) (MPU4) (set 36) 10 X 10 (Barcrest) (MPU4) (set 37) 10 X 10 (Barcrest) (MPU4) (set 38) 10 X 10 (Barcrest) (MPU4) (set 39) 10 X 10 (Barcrest) (MPU4) (set 4) 10 X 10 (Barcrest) -
Brick 10001117: Computer Casing/Housing
Brick 10001117: Computer Casing/Housing Definition Includes any products that can be described/observed as a plastic box specifically designed to hold a Central Processing Unit (CPU) or Uninterruptible Power Supply (UPS). Includes products such as Casing/Housing used to enhance or change the appearance of a Computer. Excludes products such as Computer Bags, Anti–Static Covers and Carriers. Type of Computer Casing/Housing (20001023) Attribute Definition Indicates, with reference to the product branding, labelling or packaging, the descriptive term that is used by the product manufacturer to identify the type of computer casing or housing. Attribute Values CENTRAL PROCESSING POWER SUPPLY UNIT (PSU) UNIDENTIFIED (30002518) CASING/HOUSING UNIT (CPU) CASING/HOUSING UNINTERRUPTIBLE POWER (30007581) CASING/HOUSING (30007580) SUPPLY (UPS) (30010786) UNCLASSIFIED (30002515) Page 1 of 107 Brick 10001118: Computer Components – Replacement Parts/Accessories Definition Includes any products that can be described/observed as replacement parts and accessories that can be applied to various computer components. Excludes all other products currently catered for within Computers segment. Page 2 of 107 Brick 10001119: Computer Components Other Definition Includes any products that can be described/observed as a Computer Component, where the user of the schema is not able to classify the products in existing bricks within the schema. Excludes all currently classified Computer Components. Page 3 of 107 Brick 10001120: Computer Components Variety Packs Definition Includes any products that can be described/observed as two or more distinct Computer Component products sold together which exist within the schema but belong to different bricks, that is two or more products contained within the same pack which cross bricks within the Computer Components class. -
Catalogación De Los Dispositivos De Entretenimiento De Los Fondos Museográficos Del Museo De Informática
Escola Tècnica Superior d’Enginyeria Informàtica Universitat Politècnica de València Catalogación de los dispositivos de entretenimiento de los fondos museográficos del Museo de Informática PROYECTO DE FIN DE CARRERA Ingeniería Técnica en Informática de Gestión Autor: Iván López García Tutor: Xavier Molero Prieto 24 de septiembre de 2015 Resumen En este proyecto se plantea el estudio y catalogación de las consolas, videojue- gos y dispositivos periféricos pertenecientes a los fondos del Museo de Informá- tica de la Escuela Técnica Superior de Ingeniería Informática de la Universidad Politécnica de Valencia. El estudio incluye un análisis cronológico de los videojuegos a lo largo de la historia, de donde se han confeccionado los datos relacionados con el origen de los dispositivos de entretenimiento del museo, de forma complementaria a los datos extraídos de las fuentes correspondientes para cada dispositivo destacadas en la catalogación. Además del estudio histórico, se incluye la catalogación de los dispositivos, que ha sido desarrollada siguiendo una plantilla en cada uno de ellos para faci- litar su posterior traslado a la web del museo, donde podrá ser examinada por cualquier persona interesada en el museo y, en un futuro, ser modificada para añadir cualquier nueva adquisición por parte de los donantes del museo. Palabras clave: Museo de Informática, Catalogación, Consolas, Videojuegos. Resum Aquest projecte es planteja l’estudi i catalogaciò de les consoles, videojocs i dispositius perifèrics pertenyents als fons del Museu d’Informàtica de l’Escola Tècnica Superior d’Enginyeria Informàtica de la Universitat Politècnica de Va- lència. L’estudi inclou un anàlisi cronològic dels videojocs al llarg de la història, d’on s’han confeccionat les dades relacionades amb l’origen dels dispositius d’entre- teniment del museu, de forma complementària a les dades tretes de les fonts corresponents per a cada dispositiu destacades en la catalogació. -
GAMERS' GAMES Narratives of Conflict, Independence And
GAMERS’ GAMES Narratives of conflict, independence and engagement in video game culture Submitted by Paolo Ruffino to Goldsmiths, University of London as a thesis for the degree of Doctor of Philosophy in Media and Communications in 2015 I certify that all material in this thesis which is not my own work has been identified and that no material has previously been submitted and approved for the award of a degree by this or any other University 1 Abstract In this dissertation I look at various ways in which the relation between gamers and games has been discussed in video game culture in recent years. Gamers and games are currently being positioned by many scholars and industry experts as experiencing a series of major changes. From one perspective, gamers are said to be getting more and more access to the means of production of video games. Video games, in turn, are frequently analysed in terms of the effects they can have on their users. I argue that the discourses surrounding these phenomena have the effect of reinforcing the separation between gamers and games, considering both terms as separate and distinct entities. Throughout this dissertation I offer a series of readings of the relationship between the two, of how this relationship is currently being discussed by various actors and of how it could be narrated otherwise. I look at the narratives about the historical origins of both gamers and games, the conflicts between consumers and publishers, the production of independent games and the use of games for doing things. Drawing on deconstruction (Derrida 1976, 1980, 1985, 1988) and cultural and media studies scholarship, I interrogate the mechanisms behind many of the stories surrounding the contaminated and parasitical relations (Serres 1982) between gamers and games, whereby both categories are seen as emerging from the process of boxing consumers and products into discrete entities.