Inquiry Into the Relation Between Japanese Word Processors and the MSX Personal Computer Series Mana SUZUKI∗
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The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
What Way Is It Meant to Be Played?
What Way Is It Meant To Be Played? Florian Mihola March 2020 Abstract and home video game consoles digital inputs were the standard up until the “16-bit” era of the 1990s. The most commonly used interface between a Sony PlayStation, Nintendo 64 and Sega Saturn fi video game and the human user is a handheld are among the rst which brought with them ad- “game controller”, “game pad”, or in some occa- ditional analog controls—either at launch or as an sions an “arcade stick.” Directional pads, analog updated controller option. And even though mod- sticks and buttons—both digital and analog—are ern mass-market offerings include analog sticks linked to in-game actions. One or multiple simul- and analog triggers, digital buttons and directional taneous inputs may be necessary to communicate pads remain the ubiquitous fundamentals of input. the intentions of the user. Activating controls may The simple nature and widespread use of digital be more or less convenient depending on their po- inputs leads to a degree of interoperability: Game sition and size. In order to enable the user to per- software is not necessarily tied to a single game fi form all inputs which are necessary during game- controller—whether we interpret this as a speci c play, it is thus imperative to find a mapping be- model, a design and protocol available by different tween in-game actions and buttons, analog sticks, manufacturers, or a class of generic controllers— and so on. We present simple formats for such but can be enjoyed using a range of controllers, mappings as well as for the constraints on possi- provided they share at least some common char- ble inputs which are either determined by a phys- acteristics. -
Japan's Lost Decade: Origins, Consequences, and Prospects For
RESEARCH SEMINAR IN INTERNATIONAL ECONOMICS School of Public Policy The University of Michigan Ann Arbor, Michigan 48109-1220 Discussion Paper No. 485 Japan’s Lost Decade: Origins, Consequences, and Prospects For Recovery -- Chapter Abstracts Gary R. Saxonhouse and Robert M. Stern, eds. University of Michigan August 22, 2002 Recent RSIE Discussion Papers are available on the World Wide Web at: http://www.spp.umich.edu/rsie/workingpapers/wp.html 2 The Bubble and the Lost Decade Gary R. Saxonhouse and Robert M. Stern ABSTRACT In this overview of the Symposium papers, we note that the bubble that occurred in Japan’s asset markets in the late 1980s came at a time when the conventional indicators of Japan’s economic performance were relatively stable. Following the collapse of the bubble, neither the Bank of Japan (BOJ) nor the Ministry of Finance (MOF) took timely and effective measures to deal with the recession that followed. While the evidence suggests that looser fiscal policy would have been ineffective, monetary policy measures might have worked. However, the BOJ followed a relatively tight monetary policy in 1991-93. In the face of the liquidity trap that ensued in the last of the 1990s, the conventional tools of stabilization policy appeared to be of limited use. To help the Japanese economy to recover from the “lost decade,” we thus discuss a number of unconventional and bold measures that the BOJ and MOF could pursue. It appears, however, that the political will is absent to undertake such measures. So long as this is the case, the effects of the lost decade will continue to act as a drag on the economy. -
Programme Edition
JOURNEE 13h00 - 18h00 WEEK END 14h00 - 19h00 JOURJOURJOUR Vendredi 18/12 - 19h00 Samedi 19/12 Dimanche 20/12 Lundi 21/12 Mardi 22/12 ThèmeThèmeThème Science Fiction Zelda & le J-RPG (Jeu de rôle Japonais) ArcadeArcadeArcade Strange Games AnimeAnimeAnime NES / Twin Famicom / MSXMSXMSX The Legend of Zelda Rainbow Islands Teenage Mutant Hero Turtles SC 3000 / Master System Psychic World Streets of Rage Rampage Super Nintendo Syndicate Zelda Link to the Past Turtles in Time + Sailor Moon Megadrive / Mega CD / 32X32X32X Alien Soldier + Robo Aleste Lunar 2 + Soleil Dynamite Headdy EarthWorm Jim + Rocket Knight Adventures Dragon Ball Z + Quackshot Nintendo 64 Star Wars Shadows of the Empire Furai no Shiren 2 Ridge Racer 64 Buck Bumble SaturnSaturnSaturn Deep Fear Shining Force III scénario 2 Sky Target Parodius Deluxe Pack + Virtual Hydlide Magic Knight Rayearth + DBZ Shinbutouden Playstation Final Fantasy VIII + Saga Frontier 2 Elemental Gearbolt + Gun Blade Arts Tobal n°1 Dreamcast Ghost Blade Spawn Twinkle Star Sprites Alice's Mom Rescue Gamecube F Zero GX Zelda Four Swords 4 joueurs Bleach Playstation 2 Earth Defense Force Code Age Commanders / Stella Deus Puyo Pop Fever Earth Defense Force Cowboy Bebop + Berserk XboxXboxXbox Panzer Dragoon Orta Out Run 2 Dead or Alive Xtreme Beach Volleyball Wii / Wii UWii U / Wii JPWii JP Fragile Dreams Xenoblade Chronicles X Devils Third Samba De Amigo Tatsunoko vs Capcom + The Skycrawlers Playstation 3 Guilty Gear Xrd Demon's Souls J Stars Victory versus + Catherine Kingdom Hearts 2.5 Xbox 360 / XBOX -
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. -
Procedural Audio for Video Games
Procedural Audio for Video Games: Are we there yet ? Nicolas Fournel – Principal Audio Programmer Sony Computer Entertainment Europe Overview • What is procedural audio ? • How can we implement it in games ? • Pre-production • Design • Implementation • Quality Assurance What is Procedural Audio ? First, a couple of definitions… Procedural refers to the process that computes a particular function Procedural content generation generating content by computing functions Procedural techniques in other domains Landscape generation • Fractals (terrain) • L-systems (plants) • Perlin noise (clouds) Procedural techniques in other domains Texture generation • Perlin noise • Voronoi diagrams Procedural techniques in other domains City creation (e.g. CityEngine) Procedural techniques in other domains • Demo scene: 64 Kb / 4Kb / 1 Kb intros • .kkrieger: 3D first person shooter in 96K from Farbrausch Procedural content in games A few examples: • Sentinel • Elite • DEFCON • Spore • Love Present in some form or another in a lot of games What does that teach us ? Procedural content generation is used: • due to memory constraints or other technology limitations • when there is too much content to create • when we need variations of the same asset • when the asset changes depending on the game context What does that teach us ? • Data is created at run-time • Is based on a set of rules • Is controllable by the game engine Defining Procedural Audio For sound effects: • Real-time sound synthesis • With exposed control parameters • Examples of existing systems: • Staccato Systems: racing and footsteps • WWISE SoundSeed (Impact and Wind / Whoosh) • AudioGaming Defining Procedural Audio For dialogue: • real-time speech synthesis e.g. Phonetic Arts, SPASM • voice manipulation systems e.g. -
History and the State in Postwar Japan
Volume 16 | Issue 9 | Number 1 | Article ID 5140 | May 01, 2018 The Asia-Pacific Journal | Japan Focus History and the State in Postwar Japan Hatano Sumio, translated by Christopher W. A. Szpilman and with an introduction by Sven Saaler and Christopher W. A. Szpilman Introduction The Handbook is divided into four sections, “Nation, Empire and Borders,” “Ideologies and The Routledge Handbook of Modern Japanese the Political System,” “Economy and Society,” 1 History, a concise introduction to Japanese and “Historical Legacies and Memory.” The history between the middle of the nineteenth first three address the history of the political century and the end of the twentieth, was system, international relations, society, published in late 2017. In preparing the work, economy, environment, race and gender. The the editors were fortunate to obtain the final section consists of three chapters that cooperation of 30 historians from Japan, address the important and, given the current Europe, Australia and the U.S., who provided situation in East Asia, highly relevant issues of succinct yet comprehensive overviews of their historical memory, war responsibility, historical field of expertise. revisionism and Japan’s not always successful efforts to come to terms with its own past. This article is by Hatano Sumio, professor emeritus at the University of Tsukuba. Professor Hatano is Director-General of the Japan Center for Asian Historical Records (JACAR); he chaired the Editorial Committee of the Nihon gaikō bunsho (Diplomatic Documents of Japan) series published by the Japanese The Routledge Handbook of Modern Japanese History Ministry of Foreign Affairs; and between 2008 and 2011 he was a member of the Japan-China Joint History Research Committee. -
CP/M-80 Kaypro
$3.00 June-July 1985 . No. 24 TABLE OF CONTENTS C'ing Into Turbo Pascal ....................................... 4 Soldering: The First Steps. .. 36 Eight Inch Drives On The Kaypro .............................. 38 Kaypro BIOS Patch. .. 40 Alternative Power Supply For The Kaypro . .. 42 48 Lines On A BBI ........ .. 44 Adding An 8" SSSD Drive To A Morrow MD-2 ................... 50 Review: The Ztime-I .......................................... 55 BDOS Vectors (Mucking Around Inside CP1M) ................. 62 The Pascal Runoff 77 Regular Features The S-100 Bus 9 Technical Tips ........... 70 In The Public Domain... .. 13 Culture Corner. .. 76 C'ing Clearly ............ 16 The Xerox 820 Column ... 19 The Slicer Column ........ 24 Future Tense The KayproColumn ..... 33 Tidbits. .. .. 79 Pascal Procedures ........ 57 68000 Vrs. 80X86 .. ... 83 FORTH words 61 MSX In The USA . .. 84 On Your Own ........... 68 The Last Page ............ 88 NEW LOWER PRICES! NOW IN "UNKIT"* FORM TOO! "BIG BOARD II" 4 MHz Z80·A SINGLE BOARD COMPUTER WITH "SASI" HARD·DISK INTERFACE $795 ASSEMBLED & TESTED $545 "UNKIT"* $245 PC BOARD WITH 16 PARTS Jim Ferguson, the designer of the "Big Board" distributed by Digital SIZE: 8.75" X 15.5" Research Computers, has produced a stunning new computer that POWER: +5V @ 3A, +-12V @ 0.1A Cal-Tex Computers has been shipping for a year. Called "Big Board II", it has the following features: • "SASI" Interface for Winchester Disks Our "Big Board II" implements the Host portion of the "Shugart Associates Systems • 4 MHz Z80-A CPU and Peripheral Chips Interface." Adding a Winchester disk drive is no harder than attaching a floppy-disk The new Ferguson computer runs at 4 MHz. -
Video Gaming and Death
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo Rex Barnes Abstract This article examines the motif of death in popular electronic games and its imaginative applications when employing the Wolf Link Amiibo in The Legend of Zelda: Breath of the Wild (2017). -
Germany and Japan As Regional Actors in the Post-Cold War Era: a Role Theoretical Comparison
Alexandra Sakaki Germany and Japan as Regional Actors in the Post-Cold War Era: A Role Theoretical Comparison Trier 2011 GERMANY AND JAPAN AS REGIONAL ACTORS IN THE POST-COLD WAR ERA: A ROLE THEORETICAL COMPARISON A dissertation submitted by Alexandra Sakaki to the Political Science Deparment of the University of Trier in partial fulfillment of the requirements for the degree of Doctor of Philosophy Submission of dissertation: August 6, 2010 First examiner: Prof. Dr. Hanns W. Maull (Universität Trier) Second examiner: Prof. Dr. Christopher W. Hughes (University of Warwick) Date of viva: April 11, 2011 ABSTRACT Germany and Japan as Regional Actors in the Post-Cold War Era: A Role Theoretical Comparison Recent non-comparative studies diverge in their assessments of the extent to which German and Japanese post-Cold War foreign policies are characterized by continuity or change. While the majority of analyses on Germany find overall continuity in policies and guiding principles, prominent works on Japan see the country undergoing drastic and fundamental change. Using an explicitly comparative framework for analysis based on a role theoretical approach, this study reevaluates the question of change and continuity in the two countries‘ regional foreign policies, focusing on the time period from 1990 to 2010. Through a qualitative content analysis of key foreign policy speeches, this dissertation traces and compares German and Japanese national role conceptions (NRCs) by identifying policymakers‘ perceived duties and responsibilities of their country in international politics. Furthermore, it investigates actual foreign policy behavior in two case studies about German and Japanese policies on missile defense and on textbook disputes. -
Imitation and Limitation
Fake Bit: Imitation and Limitation Brett Camper [email protected] ABSTRACT adventure and role-playing games, which are traditionally less A small but growing trend in video game development uses the action-oriented. Several lesser known NES games contributed to “obsolete” graphics and sound of 1980s-era, 8-bit microcomputers the style early on as well, such as Hudson Soft’s Faxanadu (1989) to create “fake 8-bit” games on today’s hardware platforms. This and Milon’s Secret Castle (1986), as well as Konami’s The paper explores the trend by looking at a specific case study, the Goonies II (1987). In more recent decades, the Castlevania series platform-adventure game La-Mulana, which was inspired by the from Konami has also adopted and advanced the form, from Japanese MSX computer platform. Discussion includes the Symphony of the Night (1997) on PlayStation, through Portrait of specific aesthetic traits the game adopts (as well as ignores), and Ruin (2006) for the Nintendo DS. the 8-bit technological structures that caused them in their original La-Mulana is an extremely well made title that ranks among the 1980s MSX incarnation. The role of technology in shaping finest in this genre, displaying unusual craftsmanship and aesthetics, and the persistence of such effects beyond the lifetime cohesiveness. Its player-protagonist is Professor Lemeza, an of the originating technologies, is considered as a more general archaeologist explorer charting out vast underground ruins in a “retro media” phenomenon. distant, unspecified corner of the globe (Indiana Jones is an obvious pop culture reference, but also earlier examples like H. -
Human-Computer Interaction Technologies in Japan
Japanese Technology Evaluation Center JTEC JTEC Panel Report on HUMAN-COMPUTER INTERACTION TECHNOLOGIES IN JAPAN James D. Foley (Panel Chair) Ephraim P. Glinert James D. Hollan Robert E. Kraut Thomas B. Sheridan Tim Skelly March 1996 _________________________________________________________________________ International Technology Research Institute Michael J. DeHaemer, JTEC/WTEC Director Geoffrey M. Holdridge, JTEC/WTEC Series Editor Loyola College in Maryland 4501 North Charles Street Baltimore, Maryland 21210-2699 _________________________________________________________________________ JTEC PANEL ON HUMAN-COMPUTER INTERACTION TECHNOLOGIES Sponsored by the National Science Foundation, the Defense Advanced Research Projects Agency, the Department of Commerce, and the Office of Naval Research of the United States Government Dr. James D. Foley (Panel Chair) Dr. Robert E. Kraut Professor of Computer Science Professor of Social Psychology and Director of Graphics, Visualization Human Computer Interaction & Usability Center Carnegie Mellon University Georgia Institute of Technology 1307 Wean Hall 801 Atlantic Pittsburgh, PA 15213 Atlanta, GA 30332-0280 Dr. Thomas B. Sheridan Dr. Ephraim P. Glinert Professor of Engineering and Applied Psychology Professor of Computer Science Massachusetts Institute of Technology Rensselaer Polytechnic Institute Room 3-346 127 Amos Eaton Bldg. Cambridge, MA 02139 Troy, NY 12180-3590 Mr. Tim Skelly Dr. James D. Hollan Microsoft Corporation Professor and Chair 1 Microsoft Way Department of Computer Science Redmond, WA 98052-6399 University of New Mexico Albuquerque, NM 87131-1386 INTERNATIONAL TECHNOLOGY RESEARCH INSTITUTE JTEC/WTEC PROGRAM The Japanese Technology Evaluation Center (JTEC) and its companion World Technology Evaluation Center (WTEC) at Loyola College provide assessments of foreign research and development in selected technologies under a cooperative agreement with the National Science Foundation (NSF).