Minor Platforms in Videogame History Benjamin Nicoll
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Neo-Geo Hardware Specification
Confidential 0future is Neo-Geo Hardware Specification SNK Neo-Geo Hardware Specification Table of Contents Neo-Geo Specification ............................. Hardware .1 Special Features of the "3D-LINE SPRITE" ................ Hardware .3 Specification of Each Function ........................ Hardware .4 FIX .................................... Hardware .4 Background ................................ Hardware .4 3D-Line Sprite .............................. Hardware .4 Interrupts ...................................... Hardware .5 Interrupt-1 ................................ Hardware .5 Interrupt-2 ................................ Hardware .5 Access to Line Sprite Controller (LSPC) .................. Hardware .6 Address Map of the 68000 ........................... Hardware .8 Address Map of the 280 ............................ Hardware .10 I/O Map of the 280 ............................... Hardware .10 # Sound Function ................................. Hardware .10 Notes ....................................... Hardware .10 3D Line Sprite .................................. Hardware .12 Vertical and Horizontal Positions .................. Hardware .13 Example of the Number of Active Characters (ACT). Vertical Reduction (BIGV). and Horizontal Reduction (BIGH) Hardware .14 Address Mapping of the FIX Area (VRAM) (In the NTSC Mode)Hardware .15 Address Mapping of the FIX Area (VRAM) (In the PAL Mode) Hardware .16 Address Example of the 3D-Line Sprite .............. Hardware .17 Address Mapping of the 3D-Line Sprite .............. Hardware -
The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore
of Ergo al no rn m u ic o s J Bhardwaj, J Ergonomics 2017, 7:4 Journal of Ergonomics DOI: 10.4172/2165-7556.1000209 ISSN: 2165-7556 Research Article Article Open Access The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore Abstract Video game controllers are often the primary input devices when playing video games on a myriad of consoles and systems. Many games are sometimes entirely shaped around a controller which makes the controllers paramount to a user’s gameplay experience. Due to the growth of the gaming industry and, by consequence, an increase in the variety of consumers, there has been an increased emphasis on the development of the ergonomics of modern video game controllers. These controllers now have to cater to a wider range of user anthropometrics and therefore manufacturers have to design their controllers in a manner that meets the anthropometric requirements for most of their potential users. This study aimed to analyse the evolution of video game controller ergonomics due to increased focus on user anthropometric data and to validate the hypothesis that these ergonomics have improved with successive generations of video game hardware. It has analysed and compared the key ergonomic features of the SEGA Genesis, Xbox, Xbox 360, and PS4 controllers to observe trends in their development, covering a range of 25 years of controller development. This study compared the dimensions of the key ergonomic features of the four controllers to ideal anthropometric values that have been standardised for use in other handheld devices such as TV remotes or machinery controls. -
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. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
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. -
Video Games and Costume Art -Digitalizing Analogue Methods of Costume Design
Video Games and Costume Art -digitalizing analogue methods of costume design Heli Salomaa MA thesis 30 credits Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design Aalto University School of Arts, Design and Architecture Supervisor: Sofia Pantouvaki Advisors: Petri Lankoski, Maarit Kalmakurki 2018 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract ! Author Heli Salomaa Title of thesis Video Games and Costume Art - digitalizing analogue methods of costume design Department Department of Film, Television and Scenography Year 2018 Number of pages 100 Language English Degree programme Master's Degree Programme in Design for Theatre, Film and Television, Major in Costume Design Abstract This thesis explores ways of integrating a costume professional to the character art team in the game industry. The research suggests, that integrating costume knowledge into the character design pipeline increases the storytelling value of the characters and provides tools for the narrative. The exploration of integrating a costume professional into game character creation as a process is still rare and little information of costume in games and experiences in transferring an analogue character building skillset into a digital one can be found, therefore this research was generated to provide knowledge on the subject. The research's main emphasis is on immersion-driven AAA-games that employ 3D-graphics and human characters and are either photorealistic or represent stylized realism. Technology for depicting reality is advancing and digital industries have become aware of the extensive skills required to depict increasingly realistic worlds. -
Openpandora Emulator Fact Sheets
Release 1 (Zaxxon) OpenPandora Hotfix 5 Emulator Fact Sheets by Yoshi Version 0.7 1 Table of contents Emulator System Page Getting started 3 Dega Sega Master System 4 DOSBox IBM PC Compatible 5 FBA Arcade 6 GnGeo SNK Neo Geo 7 GnuBoy Nintendo Game Boy Color 8 gpFCE Nintendo NES 9 gpFCE GP2X Nintendo NES 10 gpSP Nintendo Game Boy Advance 11 Handy Atari Lynx 12 HAtari Atari ST 13 HuGo NEC PC Engine / TG-16 14 MAME4ALL Arcade 15 Mednafen NGP SNK Neo Geo Pocket Color 16 Mednafen PCE NEC PC Engine / TG-16 / CD 17 Mupen64plus Nintendo 64 18 PanMAME Arcade 19 PCSX ReARMed Sony Playstation 20 PicoDrive Sega Mega Drive / Genesis / CD / 32X 21 PocketSNES Nintendo SNES 22 RACE SNK Neo Geo Pocket Color 23 Snes9x4P Nintendo SNES 24 Temper NEC PC Engine / TG-16 / CD 25 UAE4ALL Commodore Amiga 26 VICE Commodore C64 27 Quick Reference 28 2 Getting started Setup your SD Card (if you want to use Yoshi‘s Emulator Pack) If you already have a /pandora directory on your SD card, rename it to /pandora_orig . You can 1. also merge selected directories manually instead. Copy the the /pandora folder from Yoshi‘s Pandora Emulator Pack to the root directory of your 2. SD card. All Pandora applications (.pnd) are in /pandora/apps by default. Copy the BIOS and ROM files according to the fact sheets. These files are not included in the 3. emulator pack. SD Card Directory Structure /pandora /appdata Application, ROM and BIOS data /apps Pandora applications appear on desktop and both menus /desktop Pandora applications appear on desktop /menu Pandora applications appear -
Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games
64 Keeping the Game Alive The International Journal of Digital Curation Issue 1, Volume 5 | 2010 Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games Mark Guttenbrunner, Christoph Becker, Andreas Rauber, Vienna University of Technology Abstract Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games. This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. -
Product Information Mega Sg Dimensions
Introducing Mega Sg Console wars are back To be this good takes Analogue. We set out to design the definitive way to explore Sega’s 16-bit and 8-bit era. A reimagining of the underdog that led a 16-bit revolution. Engineered with an FPGA. No emulation. 1080p. Zero lag. Total accuracy. Mega Sg is not a plug n’ play toy. Compatible with the 2,180+ Sega Genesis, Mega Drive and Master System game cartridge library. Explore and re-live one of the greatest video game systems of all time with no compromises. Welcome to the next level: Sega CD in HD Mega Sg plugs directly into your original Sega CD & Mega CD with it’s edge connector, hidden behind an expansion door. Just like the original. But now in stunning, lag free 1080p.1 Hi Definition Graphics: 1080p with Zero Lag Just like Super Nt, Mega Sg uses the most advanced retro-gaming video upscaling on the planet. No other game system is like one from Analogue. Every pixel is razor sharp with accurate, stunning colors. Not to mention true lagless video output. Play Sega. ...wirelessly You can finally play Sega wirelessly and lag-free with 8BitDo’s high quality retro M30 controller. We partnered up with 8BitDo to offer matching controllers for Mega Sg, including a wireless 2.4g receiver at discounted price.2 Reference Quality Control Mega Sg is a reference quality video game system with reference quality control. Featuring aspect ratio preservation, multiple video resolutions, scanlines, scalers and more. High Fidelity Sound With the YM2612 at it’s helm, Sega’s 16-bit era is home to some of the most iconic music in video game history. -
Wii Terminology
Wii Terminology Wii Terminology Version: 3.0 Initial Version: 2005/05/25 Modified: 2007/04/24 © 2006-2007 Nintendo RVL-06-0115-001-D CONFIDENTIAL 1 Released: June 12, 2007 Wii Terminology Table of Contents Revision History 3 1. Console Names 6 2. Console Parts Names 7 3. Peripheral Names and Parts Names 9 4. Nintendo GameCube Console Names, Peripheral Names, and Parts Names 26 5. Terms and Expressions Related to Operations 29 6. Channel-Related Terms and Expressions 32 7. Screen Names 40 © 2006-2007 Nintendo RVL-06-0115-001-D CONFIDENTIAL 2 Released: June 12, 2007 Wii Terminology Revision History Version Revision Date Details of Revision General Unified the name used for the Wii console (Wii console, Wii, and console) to all read Wii console. 2. Console Parts Names ■Wii Console ・Replaced figure. 3. Peripheral Names and Parts Names ■Wii Remote, Strap, Nunchuk, Classic Controller, Wii AC Adaptor, Sensor Bar, Sensor Bar Stand, Wii AV Cable, Wii S-Video Stereo AV cable, Wii Component Video cable, Wii D-Terminal cable, Wii LAN adapter (Ethernet), Wii console stand, Wii stand plate ・Replaced figures. ■Sensor Bar and Sensor Bar Stand ・Added Description. ■Wii RGB cable, SD Card, Wii Points Card ・Added figures. ■LAN adaptor for Wii ・Changed from "LAN adapter" to "Wii LAN adapter (Ethernet)." ■Wii Points Card 3.0 2007/04/27 ・Divided "Wii Points Card" to detailed categories, "Wii Points Card 1000," "Wii Points Card 2000," and "Wii Points Card 5000." 5. Terms and Expressions Related to Operations ・Changed Description of "Register the Wii Remote with the Wii console." ・Deleted "Simple register the Wii Remote with the Wii console." ・Added "Normal-pair the Wii Remote with the Wii console." and "Simple-pair the Wii Remote with the Wii console." 6.1. -
A Study on Interaction-Driven Comparison Between Analog and Digital Gaming Control Interface on Smartphone Sang-Duck Seo Iowa State University
Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2016 A study on interaction-driven comparison between analog and digital gaming control interface on smartphone Sang-Duck Seo Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Art and Design Commons Recommended Citation Seo, Sang-Duck, "A study on interaction-driven comparison between analog and digital gaming control interface on smartphone" (2016). Graduate Theses and Dissertations. 16011. https://lib.dr.iastate.edu/etd/16011 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. A study on interaction-driven comparison between analog and digital gaming control interface on smartphone by Sang-Duck Seo A dissertation submitted to the graduate faculty in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Major: Human Computer Interaction Program of Study Committee: Sunghyun R. Kang, Major Professor Paul Bruski Anson Call Tejas Dhadphale Seda McKilligan Iowa State University Ames, Iowa 2016 Copyright © Sang-Duck Seo, 2016. All rights reserved. ii TABLE OF CONTENTS Page LIST OF FIGURES .................................................................................................. -
Neo Geo CD Price Guide
Website GameValueNow.com Console Neo Geo CD Last Updated 2018-09-30 07:14:46.0 Neo Geo CD Price Guide # Title Loose Price Complete Price New Price VGA Price 1. 3 Count Bout NA $197.58 NA NA 2. Aero Fighters 2 NA $43.77 $137.51 NA 3. Aero Fighters 3 NA $60.92 NA NA 4. Aggressors of Dark Kombat NA $36.99 $75.00 NA 5. Alpha Mission II NA $61.51 $146.00 NA 6. Art of Fighting NA $33.03 $485.00 NA 7. Art of Fighting 2 NA $22.39 $106.00 $78.00 8. Art of Fighting 3 NA $64.00 NA NA 9. Baseball Stars 2 NA $47.45 NA NA 10. Baseball Stars Professional NA $150.00 NA NA 11. Blue's Journey NA NA NA NA 12. Burning Fight NA $56.30 NA NA 13. Crossed Swords NA $421.32 NA NA 14. Cyber-Lip NA $165.58 NA NA 15. Double Dragon NA $26.37 $39.89 NA 16. Fatal Fury NA $103.40 NA NA 17. Fatal Fury 2 NA $48.12 $155.03 NA 18. Fatal Fury 3 NA $13.18 $22.63 NA 19. Fatal Fury Special NA $19.70 NA NA 20. Football Frenzy NA $22.88 $54.42 NA 21. Frog Feast NA NA NA NA 22. Galaxy Fight NA $20.76 $390.00 NA 23. Ghost Pilots NA $71.90 $96.88 NA 24. Karnov's Revenge NA $37.43 $47.08 NA 25. King of Fighters '94 NA $13.67 $50.00 NA 26.