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Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
ELECTRONIC ARTS INC. (Exact Name of Registrant As Speciñed in Its Charter)
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ≤ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the Ñscal year ended March 31, 2003 OR n TRANSITION REPORT PURSUANT TO SECTION 13 OR 15 (d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of Registrant as speciÑed in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) IdentiÑcation No.) 209 Redwood Shores Parkway Redwood City, California 94065 (Address of principal executive oÇces) (Zip Code) Registrant's telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: None Securities registered pursuant to Section 12(g) of the Act: Class A Common Stock, $.01 par value (Title of class) Indicate by check mark whether the Registrant (1) has Ñled all reports required to be Ñled by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the Registrant was required to Ñle such reports), and (2) has been subject to such Ñling requirements for the past 90 days. YES ≤ NO n Indicate by check mark if disclosure of delinquent Ñlers pursuant to Item 405 of Regulation S-K is not contained herein, and will not be contained, to the best of registrant's knowledge, in deÑnitive proxy or information statements incorporated by reference in Part III of this Form 10-K or any amendment to this Form 10-K. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
Knockout Kings 2000 : Official Strategy Guide Pdf, Epub, Ebook
KNOCKOUT KINGS 2000 : OFFICIAL STRATEGY GUIDE PDF, EPUB, EBOOK Prima Development | 96 pages | 01 Oct 1999 | Prima Publishing,U.S. | 9780761522881 | English | Rocklin, United States Knockout Kings 2000 : Official Strategy Guide PDF Book Know a code that I don't? Watch out for his awesome right cross and uppercut. Introduction 2. The problem is that signature punches, usually a combination of some sort, are difficult to land and they take off a nice piece of your fighter's health. Other FAQs I. When more accurate information or covers are obtained, the entry will be updated adding the missing information. Console Bios Used. It's only the second year for this franchise, but keep in mind that it's made great strides. The punches thump and thud appropriately and they guys grunt and whimper when those punches do land. Knockout Kings sacrifices too much strategy for the sake of keeping the action hot. Vargas chopped down a slid, hard- nosed veteran to claim the title. He tried to win the Light Heavyweight title in '52, but after dominating most of the fight, he wilted from exhaustion in the 14th, the only time he was stopped. Use the HTML below. Most other fighters are floating somewhere between the extremes, so the only extra powers they'll have will come from your admiration of them Graphics It seems strange that this game plays with basically the same two fighters in the same ring in front of the same crowd, but it will still suddenly slowdown to an unbearable speed. No part of this document may be copied or used in any form of media withthout the express written consent of Jim Chamberlin. -
Electronic Arts 20 01 Ar
ELECTRONIC ARTS ELECTRONIC ARTS 209 REDWOOD SHORES PARKWAY, REDWOOD CITY, CA 94065-1175 www.ea.com AR 01 20 TO OUR S T O C K H O L D E R S Fiscal year 2001 was both a challenging and exciting period for our company and for the industry. The transition fr om the current generation of game consoles to next generation systems continued, marked by the debut of the first entry in the next wave of new technology – the PlayStation®2 computer entertainment system from Sony. Nintendo and Microsoft will launch new platforms later this year, creating unprecedented levels of competition, cr eativity and excitement for consumers. Most importa n t l y , this provides a unique opportunity for Electron i c A rts to drive revenue and profi t growth as we move through the next technology cycle. In conjunction with steady increases in the PC market, plus the significant new opportunity in online gaming, we believe Electron i c Ar ts is poised to achieve new levels of success and leadership in the interactive entertainment category. In FY01, consolidated net revenue decreased 6.9 percent to $1,322 million. As a result of our investment in building the leading Internet gaming website, consolidated net income decreased $128 million to a consoli- dated net loss of $11 million, while consolidated diluted earnings per share decreased $0.96 to a diluted loss per share of $0.08. Pro forma consolidated net income and earnings per share, excluding goodwill, non-cash and one-time charges were $6 million and $0.04, res p e c t i v e l y , for the year. -
View Annual Report
EA 2000 AR 2000 CONSOLIDATED FINANCIAL HIGHLIGHTS Fiscal years ended March 31, 2000 1999 % change (In millions, expect per share data) Net Revenues $1,420 $1,222 16 % Operating Income 154 105 47 % Net Income 117 73 60 % Diluted Earnings Per Share 1.76 1.15 53 % Operating Income* 172 155 11 % Pro-Forma Net Income* 130 114 14 % Pro-Forma Diluted EPS* 1.95 1.81 8 % Working Capital 440 333 32 % Total Assets 1,192 902 32 % Total Stockholders’ Equity 923 663 39 % 2000 PRO-FORMA CORE FINANCIAL HIGHLIGHTS Fiscal years ended March 31, 2000 1999 % change (In millions, expect per share data) Net Revenues $ 1,401 $1,206 16 % Operating Income 208 114 82 % Net Income 154 79 95 % Pro-Forma Net Income* 164 120 37 % $ $1,420 1.95 $1,401 $130 $1.81 $1,222 $1,206 $164 $114 $909 $1.19 $898 $120 $73 $74 98 99 00 98 99 00 98 99 00 98 99 00 98 99 00 Consolidated Consolidated Pro-Forma Consolidated Pro-Forma Pro-Forma Core Pro-Forma Core Net Revenues Net Income* Diluted EPS* Net Revenues Net Income* (In millions) (In millions) (In millions) (In millions) FISCAL 2000 OPERATING HIGHLIGHTS • 16 percent increase in EA core net revenues • Signed agreement to be exclusive provider of games • 37 percent increase in EA core net income* on AOL properties • 69 titles released: • Acquired: ™ – 30 PC –DreamWorks Interactive ™ – 30 PlayStation –Kesmai –8 N64 –PlayNation –1 Mac * EXCLUDES GOODWILL AND ONE-TIME ITEMS IN EACH YEAR. AR 2000 EA CHAIRMAN’S LETTER TO OUR STOCKHOLDERS During fiscal year 2000 Electronic Arts (EA) significantly enhanced its strategic position in the interactive entertainment category. -
Sony Playstation 2
Sony PlayStation 2 Last Updated on September 28, 2021 Title Publisher Qty Box Man Comments .hack//G.U. Vol. 1//Rebirth Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Demo Namco Bandai Games .hack//G.U. Vol. 1//Rebirth: Special Edition Bandai Namco Games .hack//G.U. Vol. 2//Reminisce Namco Bandai Games .hack//G.U. Vol. 3//Redemption Namco Bandai Games .hack//Infection Part 1: Demo Bandai .hack//Infection Part 1 Bandai .hack//Mutation Part 2 Bandai .hack//Mutation Part 2: Trade Demo Bandai .hack//Mutation Part 2: Demo Bandai .hack//Outbreak Part 3: Demo Bandai .hack//Outbreak Part 3 Bandai .hack//Quarantine Part 4 Bandai .hack//Quarantine Part 4: Demo Bandai 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Greatest Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Greatest Hits Electronic Arts 007: Everything or Nothing: Demo Electronic Arts 007: Nightfire Electronic Arts 007: Nightfire: Greatest Hits Electronic Arts 007: Quantum of Solace Activision 18 Wheeler: American Pro Trucker Acclaim 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup EA Sports 24: The Game 2K Games 25 to Life Eidos 4x4 Evolution Godgames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Greatest Hits Vivendi Universal Games 7 Wonders of the Ancient World MumboJumbo 989 Sports 2004 Disc: Demo 989 Sports 989 Sports Sampler 2003: Demo 989 Sports AC/DC Live: Rock Band Track Pack MTV Games Ace Combat 04: Shattered Skies Namco Ace Combat 04: Shattered Skies: Greatest Hits -
Game Boy Color Games
Game Boy Color Games Title: Licensee Released 10 Pin Bowling Majesco August 1999 1942 Capcom May 2000 3D Ultra Thrillride Pinball Havas Interactinve December 2000 Action Man: Search For Base X THQ February 2001 Airforce Delta Konami November 2000 Aliens: Thanatos Encounter THQ March 2001 All-Star Baseball 2000 Acclaim May 1999 All-Star Baseball 2001 Acclaim June 2000 Alone in the Dark Infogrames June 2001 Animorphs Ubi Soft November 2000 Antz Racing Acclaim June 2001 Armada FX Racers Metro 3D Studios September 2000 Armorines Acclaim December 1999 Army Men 3DO February 2000 Army Men: Air Combat 3DO November 2000 Army Men: Portal Runner 3DO September 2001 Army Men: Sarge's Heroes 2 3DO November 2000 Aurthur's Absolutely Fun Day Mattel September 2000 Austin Powers: Oh Behave Take 2 Interactive September 2000 Austin Powers: Welcome to my Underground Lair Take 2 Interactive September 2000 Barbie Kelly Club Mattel Barbie Magic Genie Mattel November 2000 Barbie Pet Rescue Mattel September 2001 Batman Beyond: Return of the Joker Kemco November 2000 Batman: Chaos in Gotham City Ubi Soft March 2001 Battletanx 3DO March 2000 Billy Bob's Huntin' and Fishing Midway November 1999 Bionic Commando: Elite Forces Nintendo January 2000 Blade Activision December 2000 Blue's Clues Alphabet Book Mattel January 2001 Bob the Builder THQ September 2001 Bomberman Max: Blue Champion Vatical Entertainment May 2000 Bomberman Max: Red Chamion Vatical Entertainment May 2000 Buffy the Vampire Slayer THQ September 2000 Bugs Bunny Crazy Castle 4 Kemco July 2000 Bust A -
Company Profile Presentation Index
Company Profile Presentation Index ➢ Zodiac Entertainment Company Profile ………………………… 3 ➢ Application Development Experience ……………………………. 4-13 ➢ Development & Engineering Resource Pricing Matrix …...14 ➢ Founder Bios ………………………………………………………………….. 15-16 ➢ Contact Info …………………………………………………………………… 17 Zodiac Entertainment Company Profile ➢ Zodiac Entertainment is a cutting edge leading application developer/publisher of premium quality next generation games and applications. Staffed with one of the most creative and talented teams in the industry, Zodiac delivers an innovative, immersive, viral, and addictive gameplay experience. We have a core focus on original turn-key solutions specializing in PC, Mac, Consoles (including PS5, XBox Series X and S, Nintendo Switch), IOS, Android, White Label, and original concept game design, IP’s, and concept creation. Zodiac also, provides services for Web, Flash, Social Wagering, and Casino Rewards programs. Our development resources are well-versed creating on Unity and UE4 (Unreal) Engines. We also provide multi- faceted and specialized developers of art and programming resources for our clients. ➢ We currently have 62 full time art and engineering resources including our staff and partners dedicated entirely to next generation technologies. Having been very actively involved in console, application and the mobile services space for the past 27 years, we fully understand the technical challenges across a large array of specialized platforms. ➢ We have developed and perfected a suite of tools, proprietary -
1 1080 Snowboarding 2 a Bug's Life 3
1 1080 Snowboarding 2 A Bug's Life 3 AeroFighters Assault 4 AeroGauge 5 Aidyn Chronicles: The First Mage 6 All-Star Baseball 99 7 All-Star Baseball 2000 8 All-Star Baseball 2001 9 Armorines: Project SWARM 10 Army Men: Air Combat 11 Army Men: Sarge's Heroes 12 Asteroids HyPer 64 13 Automobili Lamborghini 14 Bass Hunter 64 15 Bass Masters 2000 16 BattleTanx 17 Beetle Adventure Racing 18 Big Mountain 200 19 Bio FREAKS 20 Blast CorPs 21 Blues Brothers 2000 22 Body Harvest 23 Buck Bumble 24 Bust-A-Move 2 25 California SPeed 26 Chameleon Twist 2 27 ChoPPer Attack 28 Command & Conquer 29 Cruis'n USA 30 Cruis'n World 31 Cyber Tiger 32 Dark Rift 33 Deadly Arts 34 Destruction Derby 64 35 Diddy Kong Racing 36 Duke Nukem 64 37 ECW: Hardcore Revolution 38 Excitebike 64 39 Extreme-G 40 Extreme-G 2 41 F-1 World Grand Prix 42 F-Zero X 43 FIFA Soccer 64 44 Fighter Destiny 45 Fighter Destiny 2 46 Fighting Force 64 47 Flying Dragon 48 Forsaken 64 49 Fox SPorts College HooPs '99 50 Gex 64: Enter the Gecko 51 Glover 52 Golden Nugget 64 53 GoldenEye 007 54 Hercules: The Legendary Journeys 55 Hexen 56 Hey You, Pikachu! 57 Hot Wheels Turbo Racing 58 Hybrid Heaven 59 Iggy's Reckin' Balls 60 International SuPerstar Soccer 64 61 JeoPardy! 62 Jeremy McGrath SuPercross 2000 63 Jet Force Gemini 64 Killer Instinct Gold 65 Knockout Kings 2000 66 Kobe Bryant in NBA Courtside 67 Legend of Zelda: Ocarina of Time 68 LEGO Racers 69 Mace: The Dark Age 70 Madden Football 64 71 Madden 99 72 Madden 2000 73 Madden 2001 74 Madden 2002 75 Major League Baseball featuring Ken Griffey Jr 76 Mia Hamm Soccer 64 77 Mickey's SPeedway USA 78 Micro Machines 64 Turbo 79 Midway's Greatest Arcade Hits: Volume 1 80 Mike Piazza's Strike Zone 81 Milo's Astro Lanes 82 Mission: ImPossible 83 MonoPoly 84 Monster Truck Madness 64 85 Mortal Kombat Trilogy 86 MRC: Multi-Racing-ChamPionshiP 87 Ms. -
Chapter 13 Individual Sports
CHAPTER 13 INDIVIDUAL SPORTS ■ ■ ■ This chapter introduces a different part of the sports world: sports played by individual competitors rather than by teams, and sports played in tournaments rather than in leagues. Sports such as golf, tennis, auto racing, boxing, track and field, and bowling have been able to tap spectator interest and generate large revenues from live attendance, television broadcasts, and merchandising arrangements. A by-product of this expanding financial success has been increased litigation. Individual sports pose the same challenge to courts as do professional and college team sports. How can one accommodate private regulation designed to foster vigorous and appealing athletic competition with public laws designed to protect both participants and outsiders from the misguided, arbitrary, or even illegal exercise of power by those in charge of the sport? This chapter presents a number of judicial variations on this perennial theme, all drawn from the world of individual sports. As a prelude to these case selections, it is useful by way of background to underline some of the distinctive characteristics exhibited by individual sports off (rather than on) the field. 1. Most importantly, the athletes compete as individuals rather than as members of an interactive team of athletes. In the eyes of the law, this makes tennis players, for example, independent contractors rather than employees. One variation on this are the drivers on company teams in motorsports like IndyCar or Formula One open wheel racing and NASCAR stock car racing where they are employees of the company team but compete in each race as individuals (along with their “pit crews”) against all the other drivers, including their own “teammates.” 2.