gigapig Posted February 18, 2015 Posted February 18, 2015 I was hoping the same as I wanted to look at source like trnzaddict did. It's not in any adjacent folders because I checked.
jackhammersalm Posted February 18, 2015 Posted February 18, 2015 I believe I backed all them files some time back The Hyperspin Report writer/editor <br />resident grouch, Hyperspin facebook modorator<br />for those who want to read my work <br /><a href='http://thehyperspinreport.blogspot.co.uk' class='bbc_url' title='External link' rel='nofollow external'>http://thehyperspinreport.blogspot.co.uk</a>
BoOgieman Posted February 21, 2015 Author Posted February 21, 2015 I believe I backed all them files some time back All my files have been restored on the FTP. HyperSpeech - Text-To-Speech Voice Addon for HyperSpin
dougan78 Posted February 21, 2015 Posted February 21, 2015 Was going to say i told you i put it back in another thread.
BoOgieman Posted February 23, 2015 Author Posted February 23, 2015 Was going to say i told you i put it back in another thread. Muchas Gracias! HyperSpeech - Text-To-Speech Voice Addon for HyperSpin
Antos Posted February 24, 2015 Posted February 24, 2015 Great, some dork deleted all my stuff!!!This is what you get for sharing your work and source code here... Also my method and code for checking the HS events and reading out the main menu wheel has been adopted by several people now, which is fantastic. The strange thing is that these people never mentioned where the idea come from or give any credits for it. Hey whatever... I believe Karma will get them eventually... Any chance of restoring my files on the FTP? Antos here, I am more than happy to give credits to Boogieman for his solution of monitoring events on main menu. I haven't use his code, but his idea using Handle.exe from Microsoft was an excellent move and I did not find a better option so far. Thanks for what you bring to the community and you are a great source of inspiration! HyperMarquee & Event Dispatch System
potts43 Posted February 27, 2015 Posted February 27, 2015 Read the last few pages and the idea of being able to read console bio/games sounds like a must...has anyone decided if this is possible or began work on it?
gigapig Posted March 2, 2015 Posted March 2, 2015 Read the last few pages and the idea of being able to read console bio/games sounds like a must...has anyone decided if this is possible or began work on it? I think TRNZaddict was able to do something using the MESS history, I'll have to read back a bit. I'll also have a look into it, and have started by downloading boogies ahk script if it's complicated then that's me out.
potts43 Posted March 3, 2015 Posted March 3, 2015 I think TRNZaddict was able to do something using the MESS history, I'll have to read back a bit. I'll also have a look into it, and have started by downloading boogies ahk script if it's complicated then that's me out. Lol...there's a lot of really talented folks on here that's for sure.
Styphelus Posted March 7, 2015 Posted March 7, 2015 I can't get this to work. The instructions seem quite simple. Yet when I start hyperpsin nothing happens. There is no voice at all until I exit hyperspin. After I exit, hyperspeach says "Warning, connection with hyperspin lost, shutting down hyperspeach" Pressing F5 I can hear the voice saying Debug mode activated so i know it's running. What am i doing wrong here? Any ideas? Update. Never mind. Seems to be working today. No idea why.
Styphelus Posted March 7, 2015 Posted March 7, 2015 How do you guys deal with sound from the game videos and system intros and hyperspeech? I can barely hear hyperspeech.
gigapig Posted March 7, 2015 Posted March 7, 2015 How do you guys deal with sound from the game videos and system intros and hyperspeech? I can barely hear hyperspeech. Turn the sliders down in HyperHQ.
rexryan Posted March 7, 2015 Posted March 7, 2015 agree with Gigapig turn all your volume levels in hyper HQ
Styphelus Posted March 9, 2015 Posted March 9, 2015 Thanks. All this time and I had never noticed I could do that in HyperHQ.
BommelTrom Posted March 20, 2015 Posted March 20, 2015 Where I can find the Voices and more? 2 years ago or so, was all what you need on the ftp
gigapig Posted March 20, 2015 Posted March 20, 2015 Where I can find the Voices and more?2 years ago or so, was all what you need on the ftp You can buy the voices http://www.ivona.com or just use the crappy default Microsoft voice.
snarfo Posted March 22, 2015 Posted March 22, 2015 Holy crap! 45 bucks for a nice Aussie or British voice. Any place sell them cheaper? HTPC: Gigabyte BRIX Pro w/Intel Iris Pro graphics, Windows 8.1 x64/8gb RAM
gigapig Posted March 22, 2015 Posted March 22, 2015 Holy crap! 45 bucks for a nice Aussie or British voice. Any place sell them cheaper? Can't say too much of course but there are other avenues.
Styphelus Posted March 24, 2015 Posted March 24, 2015 Can't say too much of course but there are other avenues. British voices Kickass...out in the open bay, watching pirate movies for fun.
Styphelus Posted April 17, 2015 Posted April 17, 2015 Does anyone know how to disable the speech in between system names and game names? I just want mine to state the system name and the game name, nothing else. I don't want a biography of the system or the thing talking to me and telling me to pick something else.
BoOgieman Posted April 17, 2015 Author Posted April 17, 2015 just remove all unwanted text in the hyperspeech.ini file for the events that you don't want HyperSpeech - Text-To-Speech Voice Addon for HyperSpin
ninja2bceen Posted May 2, 2015 Posted May 2, 2015 I was playing with the randomized and created a mame folder in the main menu folder to house extra mame videos and that didn't work so I deleted the folder I put in there and I noticed that my hyperspeech doesn't say anything now in hyperspin until I close hyperspin it says hyperspeech connection lost. Eh what happened and how do I fix it? The log says it finds ledblinky I'm confused The only new wheel I added was psp Advance the cause to 100%. http://hyperbase.hyperspin-fe.com/ Planet Geekdom, Subscribe for Tutorials! https://www.youtube.com/channel/UCdcby-s2GwriaOHGmVC2vGA?sub_confirmation=1&app=desktop
ninja2bceen Posted May 3, 2015 Posted May 3, 2015 That's a new problem all in itself however I'm not using the beta version. Maybe boogie will be updating the app soon? Can someone post there ini? I assume I screwed up the ini somehow when I added more system bios for psp? I remember hearing once hyperspeech say that it didn't recognize psp Sent from my iPhone using Tapatalk Advance the cause to 100%. http://hyperbase.hyperspin-fe.com/ Planet Geekdom, Subscribe for Tutorials! https://www.youtube.com/channel/UCdcby-s2GwriaOHGmVC2vGA?sub_confirmation=1&app=desktop
ninja2bceen Posted May 3, 2015 Posted May 3, 2015 [HyperSpeechSettings] DebugMode=false DebugPopupTimeout=60 DebugModeToggleHotkey=F10 SpeakBioHotkey=F11 SpeakDescriptionHotkey=F12 ReloadRegExHotkey=F6 ReloadIniHotkey=F7 AutoBioDelay=500 SystemBioEnabled=true MAMEBioEnabled=true MAMEHistoryDatPath=E:\X-PC\Hyperspin\HyperLaunch\Data\History\history.dat AttractModeSpeechEnabled=true Volume=100 DelayHSStartSpeech= 250 DelayMainSpeech= 250 DelayGameSpeech= 250 DelaySystemSpeech= 250 System_PollInterval=500 RealLedBlinkyActive=false RealLedBlinkyPath=..\LEDBlinky\ [HSStart] HyperSpeech initialized.. Voice Module activated... Voice feedback enabled... Speech Synthesizer online... [HSEnd] Shutting down Hyperspin, goodbye! Thanks for playing, goodbye! Shutting down! Bye! Quitting Hyperspin. come back anytime. Shutting down Hyperspin, see you next time Allright, powering off! As you wish, shutting down.. Voice Module D activated Terminating session, goodbye [HSGameStart] Starting game. Hold on, starting game.. Loading... Launching game. Get ready! ok, starting game. Here we go... Allright! show'm how it's done! [HSGameEnd] Hope you enjoyed that... that wasn't too bad... Select another game... Choose another game, if you like.. [HSAttractStart] HyperSpin activated. I'll choose something else... Let's pick something else then Spinning the wheel... Spinning... Let fate decide the next one Ok, next pick [HSAttractEnd] HyperSpin deactivated. Ok, let's see what came up here. Nice!. Next up is Check this out:. Look at this. How about:. Good. Great. Excellent. [HSSystemSelect] Switching to SYSTEM SYSTEM wheel selected Loading SYSTEM wheel SYSTEM is an excellent choice... Choose a SYSTEM game from the wheel Select a game from the wheel Good.. switching to SYSTEM wheel Loading SYSTEM. Okay, loading SYSTEM wheel Allright, loading wheel [HSMainSelect] Good to have you back retro gamer. up up down down left right left right be ae start. Congratulations, nostalgic complete! Welcome to Justins retro gaming machine. Lets find your all time favorite game! Welcome to HyperSpin. Believe the Hype! Pick an old'school system from the wheel to go back in time! [HSMainReturn] Ok, next system.. Maybe you'd like to play a different system now?.. Ok...Going back to the Main Menu Wheel.. Going back to the main menu wheel.. Let's pick a different system.. Pick a system from the wheel.. You're now back into the Hyper Spin main menu.. What would you like to choose now?.. Hyper Spin main wheel loaded.. Back to systems.. Right.. Going back.. Returning to the main wheel.. Main Wheel.. Bored with SYSTEM already?.. Plenty of other systems to choose from.. Next system then?.. So what's next?.. Okay, switching back.. Let's go back then.. Loading main wheel.. Perhaps a different system then? If you insist.. Leaving SYSTEM wheel, select another system.. [HSSystemReturn] Switching back to the SYSTEM wheel. Going back to the SYSTEM wheel again. Back to the SYSTEM games. SYSTEM again... So much for picking an other system... You're right, let's pick a SYSTEM game again... I have a deja vu... Make up you mind please... So you changed your mind did you?... Do you want to play a SYSTEM game again?... [AAE Bio] AAE is a primarily vector based arcade system emulator/simulator. It strives to recreate the experience of playing the games as they were in the arcade, and requires the original game ROMS in order to run. In some cases copies of the original sound files and artwork are required to complete the emulation experience. It provides for simulation options that are not available in MAME, and offers several features that are not available in MAME due to their arcade preservation charter, such as advanced hardware based drawing and motion blur. Although AAE is written to feel much like the MAME Documentation Project, it is a very different emulator, based in part on sources from the old emulator Retrocade. [Amstrad GX4000 Bio] The GX4000 was Amstrad's short-lived attempt to enter the games console market. The console was released in Europe in 1990 and was an upgraded design based on the still-popular CPC technology. The GX4000 shared hardware with Amstrad's CPC Plus computer line, which were released concurrently, this allowed the system to be compatible with the majority of CPC Plus software. The GX4000 was both Amstrad's first, and only attempt at entering the console market. Whilst having enhanced graphics capabilities, it failed to gain popularity in the market, and was quickly discontinued, selling 15,000 units in total. James Harding of The Times said that the console was "promptly outgunned by the 16-bit Sega Mega Drive and Super Nintendo – it failed the cardinal test of entrepreneurship: stamina." [Atari 2600 Bio] The Atari 2600 is a video game console released in October 1977 by Atari, Inc. It is credited with popularizing the use of microprocessor-based hardware and cartridges containing game code, instead of having non-microprocessor dedicated hardware with all games built in. The first game console to use this format was the Fairchild Channel F; however, the Atari 2600 receives credit for making the plug-in concept popular among the game-playing public. The console was originally sold as the Atari VCS, for Video Computer System. Following the release of the Atari 5200, in 1982, the VCS was renamed "Atari 2600", after the unit's Atari part number, CX2600. The 2600 was typically bundled with two joystick controllers, a conjoined pair of paddle controllers, and a cartridge game—initially Combat and later Pac-Man. The Atari 2600 was wildly successful, and during much of the 1980s, "Atari" was a synonym for this model in mainstream media and, by extension, for video games in general. The Atari 2600 was inducted into the National Toy Hall of Fame at The Strong in Rochester, New York in 2007. In 2009, the Atari 2600 was named the second greatest video game console of all time by IGN, who cited its remarkable role as the console behind both the first video game boom and the video game crash of 1983, and called it "the console that our entire industry is built upon." [Atari 5200 Bio] The Atari 5200 SuperSystem, commonly known as the Atari 5200, is a video game console that was introduced in 1982 by Atari Inc. as a higher end complementary console for the popular Atari 2600. The 5200 was created to compete with the Intellivision, but wound up more directly competing with the ColecoVision shortly after its release. The 5200 was based on Atari Inc.'s existing 400/800 computers and the internal hardware was almost identical, although software was not directly compatible between the two systems. The 5200's controllers have an analog joystick and a numeric keypad along with start, pause and reset buttons. The 360-degree non-centering joystick was touted as offering more control than the eight-way joystick controller offered with the Atari 2600. [Atari 7800 Bio] The Atari 7800 ProSystem, or simply the Atari 7800, is a video game console re-released by Atari Corporation in January 1986. The original release had occurred two years earlier under Atari Inc. The 7800 had originally been designed to replace Atari Inc.'s Atari 5200 in 1984, but was temporarily shelved due to the sale of the company after the video game crash. In January 1986, the 7800 was again released and would compete that year with the Nintendo Entertainment System and the Sega Master System. It had simple digital joysticks and was almost fully backward-compatible with the Atari 2600, the first console to have backward compatibility without the use of additional modules. It was considered affordable at a price of US$ 140. In 2009, IGN chose the 7800 to be their 17th best video game console of all time. They justified this relatively low ranking with the summary statement: "Its delayed release, its cancelled peripherals, and a lack of financial backing from the company's new owners all combined to ensure that Atari 7800 would never see any success beyond being a sexier way of playing Atari 2600 titles." [Atari Jaguar Bio] The Atari Jaguar is a video game console that was released by Atari Corporation in 1993. It was the last to be marketed under the Atari brand until the release of the Atari Flashback in 2004. It was designed to surpass the Mega Drive/Genesis, Super Nintendo Entertainment System, and the Panasonic 3DO in processing power. Although launched one year earlier, it was eventually in competition with the Sega Saturn, the Sony PlayStation, and other consoles that made up the fifth generation of video game consoles. The console was first released in New York City and San Francisco on November 23, 1993, and the rest of the country in early 1994. Although it was promoted as the first 64-bit gaming system, the Jaguar proved to be a commercial failure and prompted Atari to leave the home video game console market Despite its commercial failure, the Jaguar has a dedicated fan base that produces homebrew games for it. It was the last console from an American company until the 2001 introduction of Microsoft's Xbox. [Atari Lynx Bio] The Atari Lynx is a 16-bit handheld game console that was released by Atari Corporation in 1989. The Lynx holds the distinction of being the world's first handheld electronic game with a color LCD. The system is also notable for its forward-looking features, advanced graphics, and ambidextrous layout. The Lynx was released in 1989, the same year as Nintendo's best-selling, monochromatic Game Boy. However, the Lynx failed to achieve the sales numbers required to attract quality third party developers, and was eventually abandoned. Today, as with many older consoles, there is still a small group of devoted fans, creating and selling games for the system. [Bandai WonderSwan Mono Bio] WonderSwan was a line of handheld game consoles produced in Japan by Bandai between 1999 and 2003. It was developed by the late Gunpei Yokoi's company Koto and Bandai. The WonderSwan was made to compete with the Neo Geo Pocket Color and the market leader Nintendo's Game Boy Color. The original WonderSwan was later replaced by the WonderSwan Color; although some WonderSwan Color games are compatible with the original WonderSwan, many are designed exclusively for the WonderSwan Color and show a message such as "This cartridge is for WonderSwan Color only" when run on the original WonderSwan. The WonderSwan are playable both vertically and horizontally, and feature a fairly large library of games, including numerous first-party titles based on licensed anime properties, with significant third-party support from Square and Capcom. As it was a console designed essentially for the Japanese market, most of the games are in Japanese, with only a few featuring English text [Bandai WonderSwan Color Bio] The WonderSwan Color was released on December 9, 2000 in Japan, and was a moderate success. The original WonderSwan had only a black and white screen. Although the WonderSwan Color was slightly larger and heavier (7 mm and 2 g) compared to the original WonderSwan, the color version featured 512KB[1] of RAM and a larger color LCD screen. In addition, the WonderSwan Color is compatible with the original WonderSwan library of games. Prior to WonderSwan's release, Nintendo had a virtual monopoly in the Japanese video game handheld market. After the release of the WonderSwan Color, Bandai took approximately 8% of the market share in Japan partly due to its low price of ¥6800 Japanese yen (approximately $59 USD). Another reason for the WonderSwan's success in Japan was the fact that Bandai managed to get a deal with Square to port over the original Famicom Final Fantasy games with improved graphics and controls. However, with the popularity of the Game Boy Advance and the reconciliation between Square and Nintendo, the WonderSwan Color and its successor, the SwanCrystal, quickly lost its competitive advantage. They were discontinued in 2003. [ColecoVision Bio] The ColecoVision is Coleco Industries' second generation home video game console which was released in August 1982. The ColecoVision offered near-arcade-quality graphics and gaming style, and the means to expand the system's basic hardware. Released with a catalog of 12 launch titles, with an additional ten games announced for 1982, approximately 145 titles in total were published as ROM cartridges for the system between 1982 and 1984. River West Brands currently owns the ColecoVision brand name. In 2009, IGN named the ColecoVision their 12th best video game console out of their list of 25, citing "its incredible accuracy in bringing current-generation arcade hits home." [Commodore 64 Bio] The Commodore 64, commonly called C64, was an 8-bit home computer introduced in January 1982 by Commodore International. Volume production started in the spring of 1982, with machines being released on to the market in August at a price of US$ 595. Preceded by the Commodore VIC-20 and Commodore PET, the C64 took its name from its 64 kilobytes of RAM, and had favourable sound and graphical specifications when compared to contemporary systems such as the Apple II, at a price that was well below the circa US$ 1200 demanded by Apple. During the C64's lifetime, sales totalled between 12.5 and 17 million units, making it the best-selling single personal computer model of all time. For a substantial period of time 1983–1986, the C64 dominated the market with between 30% and 40% share and 2 million units sold per year, outselling the IBM PC compatibles, Apple Inc. computers, and Atari 8-bit family computers. Sam Tramiel, a later Atari president and the son of Commodore's founder, said in a 1989 interview "When I was at Commodore we were building 400,000 C64s a month for a couple of years." Part of its success was because it was sold in retail stores instead of electronics stores. Commodore produced many of its parts in-house to control supplies and cost. It is sometimes compared to the Ford Model T automobile for its role in bringing a new technology to middle-class households via creative mass-production. Approximately 10,000 commercial software titles were made for the Commodore 64 including development tools, office productivity applications, and games. [Commodore Amiga Bio] The Amiga 500 - also known as the A500 or its code name "Rock Lobster" - was the first “low-end” Commodore Amiga 16/32-bit multimedia home/personal computer. It was announced at the winter Consumer Electronics Show in January 1987 - at the same time as the high-end Amiga 2000 - and competed directly against the Atari 520ST. The Amiga 500 represented a return to Commodore's roots by being sold in the same mass retail outlets as the Commodore 64 - to which it was a spiritual successor - as opposed to the computer-store-only Amiga 1000. The original Amiga 500 proved to be Commodore’s best-selling Amiga model, enjoying particular success in Europe. Although popular with hobbyists, arguably its most widespread use was as a gaming machine, where its advanced graphics and sound for the time were of significant benefit. [Daphne Bio] DAPHNE is an arcade emulator application that emulates a variety of laserdisc video games with the intent of preserving these games and making the play experience as faithful to the originals as possible. The developer calls DAPHNE the "First Ever Multiple Arcade Laserdisc Emulator" "FEMALE". The software is available for Microsoft Windows, Linux and Mac OS X operating systems, and consists of a command-line emulator with a graphical frontend to make configuring and launching easier. DAPHNE is capable of displaying the games' full-motion video by playing MPEG video files on the computer or by driving certain models of laserdisc player directly via a serial interface. As with other arcade machine emulators, ROM images are also required to play the games. These may be ROM images from the original arcade machines, or alternatively fans of two of the most popular laserdisc arcade games, Dragon's Lair and Space Ace, have created updated ROMs that alter the gameplay, correct bugs and reintroduce removed sequences. [DICE Bio] DICE is a discrete logic simulator, for old arcade games without a CPU. It works by simulating each logic chip on the board individually. The first game to be simulated was Pong, followed by Atari Rebound, Atari Gotcha and Space Race. [Fairchild Channel F Bio] The Fairchild Channel F is a game console released by Fairchild Semiconductor, in August 1976 at the retail price of $169.95. It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed its machine. By 1977, the Fairchild Channel F had sold 250,000 units and was second-place behind the VCS. [Future Pinball Bio] Future Pinball is a freeware 3D pinball editing and gaming application for Microsoft Windows. Similar to Visual Pinball, Future Pinball is a simulator and editor, but does not emulate hardware found in physical pinball machines. Tables are designed using 3D models found within the editor, and rendered using a 3D real-time engine. Pinball table layout, graphic design, and audio are provided by users during the construction and development of table design. Usage of original pinball ROM code is not allowed. [GCE Vectrex Bio] The Vectrex is a vector display-based video game console that was developed by Western Technologies/Smith Engineering. It was licensed and distributed first by General Consumer Electric, and then by Milton Bradley Company after their purchase of GCE. It was released in November 1982 at a retail price of $199; as Milton Bradley took over international marketing the price dropped to $150 and then $100 shortly before the video game crash of 1983. The Vectrex exited the market in early 1984. Unlike other non-portable video game consoles, which connected to televisions and rendered raster graphics, the Vectrex has an integrated vector monitor which displays vector graphics. The monochrome Vectrex uses plastic screen overlays to simulate color and various static graphics and decorations. At the time, many of the most popular arcade games used vector displays, and through a licensing deal with Cinematronics, GCE was able to produce high-quality versions of arcade games such as Space Wars and Armor Attack. Vectrex comes with a built-in game, the Asteroids-like MineStorm. Two peripherals were also available for the Vectrex, a light pen and a 3D imager. The Vectrex was also released in Japan under the name Bandai Vectrex Kousokusen. While it is a mainstay of disc-based console systems today, the Vectrex was part of the first generation of console systems to feature a boot screen, which also included the Atari 5200 and Colecovision. [Magnavox Odyssey 2 Bio] The Magnavox Odyssey 2, known in Europe as the Philips Videopac G7000, in Brazil as the Philips Odyssey, in the United States as the Magnavox Odyssey 2 and the Philips Odyssey 2, and also by many other names, is a video game console released in 1978. In the early 1970s, Magnavox was an innovator in the home video game industry. They succeeded in bringing the first home video game system to market, the Odyssey, which was quickly followed by a number of later models, each with a few technological improvements. In 1978, Magnavox, now a subsidiary of North American Philips, released the Odyssey 2, its new second-generation video game console. In 2009, the video game website IGN named the Odyssey 2 the 21st greatest video game console, out of its list of 25. [MAME Bio] MAME, an acronym of Multiple Arcade Machine Emulator is an emulator application designed to recreate the hardware of classic arcade game systems in software on modern personal computers and other platforms. The intention is to preserve gaming history by preventing vintage games from being lost or forgotten. The aim of MAME is to be a reference to the inner workings of the emulated arcade machines; The ability to actually play the games is considered "a nice side effect". The first public MAME release 0.1 was on February 5, 1997, by Nicola Salmoria. The emulator now supports over seven thousand unique games and ten thousand actual ROM image sets, though not all of the supported games are playable. [Mattel Intellivision Bio] The Intellivision is a video game console released by Mattel in 1979. Development of the console began in 1978, less than a year after the introduction of its main competitor,the Atari 2600. The word intellivision is a portmanteau of "intelligent television". Over 3 million Intellivision units were sold and a total of 125 games were released for the console. In 2009, video game website IGN named the Intellivision the No. 14 greatest video game console of all time. [NEC PC Engine Bio] The PC Engine is a Japanese version of the Turbo Graphics 16, and was a collaborative effort between the relatively young Hudson Soft (founded in 1973) and NEC. NEC's interest in entering the lucrative video game market coincided with Hudson's failed attempt to sell designs for advanced graphics chips to Nintendo. The PC Engine is a very small video game console, due primarily to a very efficient three-chip architecture and its use of "Hu- Cards". The cards were about the size of a credit card, similar to the card format used by the Sega Master System for budget games. However, unlike the Sega Master System, the Turbo Graphics 16 used Hu- Cards exclusively. Turbo Graphics 16 featured a Western Design Center 65SC02 processor and a custom 16 bit graphics processor, as well as a custom video color encoder chip, all designed by Hudson. The Turbo Graphics 16 was the first console to have an optional CD module, allowing the standard benefits of the CD medium such as more storage, cheaper media costs, and redbook audio. The efficient design, backing of many of Japan's major software producers, and the additional CD ROM capabilities gave the PC Engine a very wide variety of software, with several hundred games for both the Hu- Card and CD formats. The PC Engine initially performed well in Japan, beating Nintendo's Famicom in sales soon after its release, with no fewer than twelve console models released from nine teen 87 to nine teen 93. Despite the system's early success, it started to lose ground to the Super Famicom. NEC made one final effort to resuscitate PC Engine with the release of the Arcade Card expansion, bringing the total amount of RAM up to a then massive- 2048K. Some Arcade Card games were conversions of popular Neo Geo titles. New games were released for the PC Engine up until 1999.) [NEC PC-FX Bio] The PC-FX is a video game console released in Japan on December 23, 1994 by NEC Corporation. It is the 32-bit successor to NEC's PC Engine which is known in the US as the TurboGrafx-16. The PC-FX uses CD-ROMs as its storage medium, following on from the expansion released for its predecessor, which originally used HuCards. The game controller resembles that of the Mega Drive in shape, only with more buttons and it is virtually identical to a DUO-RX controller except for the fact that the rapid fire switches have been changed into mode A/B switches. The PC-FX's computer-like design was unusual for consoles at the time. It stands upright like a tower computer while other contemporary consoles lay flat. Another interesting feature is its three expansion ports, as expansion ports are relatively underused in consoles and therefore their inclusion increased the price without offering a great deal to the end user. However it was one of the first consoles to feature an optional mouse which made strategy games like Farland Story FX and Power Dolls FX more accessible to play on TV. Unlike nearly any other console, except for the 3DO and CD-i, the PC-FX was also available as an internal PC card for NEC PC-98 and AT/IBM PC compatibles. This PC card came with two CDs of software to help the user program games for the PC-FX. However, compatibility issues prevented games developed with this software from actually running on the console. [NEC SuperGrafx Bio] The SuperGrafx is video game console created by NEC. It is an upgraded version of the PC Engine, known as the TurboGrafx-16 in North America, released exclusively in Japan, primarily in response to the Super Famicom "Super Nintendo Entertainment System outside of Japan" by Nintendo. Originally announced as the PC Engine 2, the machine was purported to be a true 16-bit system with improved graphics and audio capabilities over the original PC Engine. Expected to be released in 1990, the SuperGrafx was rushed to market, debuting several months earlier in late 1989 with only modest improvements over the original PC Engine. Only seven games were produced which took advantage of the improved SuperGrafx hardware, and two of those could be played on a regular PC Engine, however the SuperGrafx is backwards compatible with all PC Engine and PC Engine CD-ROM games, bringing the compatible software total up to nearly 700. The system was not widely adopted and is largely seen as a commercial failure. [NEC TurboGrafx-16 Bio] TurboGrafx-16, fully titled as TurboGrafx-16 Entertainment SuperSystem and known in Japan as the PC Engine, is a video game console developed by Hudson Soft and NEC, released in Japan on October 30, 1987, and in North America on August 29, 1989. The TurboGrafx-16 has an 8-bit CPU and a dual 16-bit GPU; and is capable of displaying 482 colors simultaneously, out of 512. With dimensions of 14 cm × 14 cm × 3.8 cm or 5.5 inch × 5.5 inch × 1.5 inch, the NEC PC Engine holds the record for the world's smallest game console ever made. In the United Kingdom, Telegames released a slightly altered version of the US model simply as the TurboGrafx around 1990 in extremely limited quantities. Although there was no full-scale PAL region release of the system, imported PC Engine consoles were largely available in France and Benelux through major retailers thanks to the unlicensed importer Sodi peng. In 2009, the TurboGrafx-16 was ranked as the 13th greatest video game console of all time by IGN, despite citing a lack of third party support and the absence of a second controller port. [NEC TurboGrafx-CD Bio] The TurboGrafx-16 was the first video game console to have a CD-ROM peripheral, which was first released as the PC-Engine CD-ROM add-on in Japan in April 1988, and then released in the United States as the TurboGrafx-CD in 1990. This was the first time that CD-ROM discs were used as a storage medium for video games. The TurboGrafx-CD debuted on August 1, 1990 at a prohibitive $399.99. Monster Lair and Fighting Street were the initial TurboGrafx-CD titles. Ys Book I & II soon followed. However, the TurboGrafx-CD catalog grew at a very slow rate compared to the library of TurboChip titles. The TurboGrafx-CD came packaged in a very large box, 85% of which was filled with protective styrofoam inserts. By some accounts, no other video game console has been packaged in such an overkill manner. The TurboGrafx-CD did however come with a large plastic "carrying case" that could comfortably hold the TurboGrafx-16 base system, TurboGrafx-CD, all AC adapters, 2 – 3 controllers, and a few games. Although the TurboGrafx-CD library was relatively small, American gamers could draw from a wide range of Japanese software since there was no region protection on TG-CD / PC Engine CD-ROM software. Many mail order and some brick-and-mortar import stores advertised Japanese PCE CD and HuCard titles in the video game publications of the era. [Nintendo Game Boy Bio] The Game Boy, is an 8-bit handheld video game device developed and manufactured by Nintendo. It was released in Japan on April 21, 1989, in North America in August 1989, and in Europe on September 28, 1990. It is the first handheld console in the Game Boy line, and was created by Gunpei Yokoi and Nintendo Research & Development 1—the same staff who had designed the Game & Watch series as well as several popular games for the Nintendo Entertainment System. The Game Boy is Nintendo's second handheld system following the Game & Watch series introduced in 1980, and it combined features from both the Nintendo Entertainment System and Game & Watch and its B&W. It was originally bundled with the puzzle game Tetris. Despite many other technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks. [Nintendo Game Boy Color Bio] The Game Boy Color is Nintendo's successor to the 8-bit Game Boy handheld game console, and was released on October 21, 1998 in Japan, November 18, 1998 in North America, November 23, 1998 in Europe and November 27, 1998 in the United Kingdom. It features a color screen and is slightly thicker and taller than the Game Boy Pocket. As with the original Game Boy, it has an 8-bit processor. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. [Nintendo Game Boy Advance Bio] The Game Boy Advance, often shortened to GBA, is a 32-bit handheld video game console developed, manufactured and marketed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001; and in the People's Republic of China on June 8, 2004. [Nintendo Virtual Boy Bio] The Virtual Boy was a table-top video game console developed and manufactured by Nintendo. It was the first video game console that was supposed to be capable of displaying "true 3D graphics" out of the box, in a form of virtual reality. Whereas most video games use monocular cues to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as parallax. In a manner similar to using a head-mounted display, the user looks into an eyepiece made of neoprene on the front of the machine, and then an eyeglass-style projector allows viewing of the mono chromatic red image. It was released on July 21, 1995 in Japan and August 14, 1995 in North America at a price of around US$180. It was not released in PAL markets. It met with a lukewarm reception that was unaffected by continued price drops. Nintendo discontinued it the following year [Nintendo Arcade Systems Bio] Nintendo's share in the Arcade business relied primarily on the Nintendo VS System and the PlayChoice-10 systems. The Nintendo VS System is a coin-operated video game platform designed for two-player competitive play using the VS UniSystem or VS DualSystem, arcade system boards based on the Nintendo Entertainment System. Many of these stand-up or sit-down arcade machines had two screens and controls joined at an angle. These games were arcade ports of home video games for the Nintendo Entertainment System, thus they could be sold cheaply to arcades in the late 1980s. The PlayChoice-10 is an arcade machine which can consist of as many as 10 different games previously available only on the Nintendo Entertainment System home console. The games for this system are in the modular form of circuit boards which are plugged into one of the ten open slots on the PlayChoice-10's motherboard. [Nintendo Famicom Disk System Bio] The Family Computer Disk System, sometimes called the Famicom Disk System, the Disk System, or simply the FDS, was released on February 21, 1986 by Nintendo as a peripheral for the Famicom console in Japan. It was a unit that used proprietary floppy disks, called "Disk Cards", for data storage. It was announced, but not released, for the North American/PAL Nintendo Entertainment System. Through its entire production span, 1986–2003, 4.44 million units were sold. The device was connected to the Famicom deck by plugging a modified cartridge known as the RAM Adapter into the system's cartridge port, which attached via a supplied cable to the disk drive. The RAM adapter contained 32 kilobytes (KB) of RAM for temporary program storage, 8 KB of RAM for tile and sprite data storage, and an ASIC known as the 2C33. The ASIC acted as a disk controller for the floppy drive, and also included additional sound hardware featuring primitive wavetable synthesis and FM synthesis capabilities. The Disk Cards used were double-sided, with a total capacity of 112 KB per disk. Many games spanned both sides of a disk, requiring the user to switch sides at some point during gameplay. A few games used two full disks or four sides. The Disk System was capable of running on six C-cell batteries or the supplied AC adapter. Batteries would usually last five months with daily game play. The battery option was included due to the likelihood of a standard set of AC plugs already being occupied by a Famicom and a television. [Nintendo Entertainment System Bio] The Nintendo Entertainment System, also abbreviated as: "NES", or simply called "Nintendo", is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer, commonly shortened as either the Famicom, or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy and was distributed by Hynix which then was known as Hyundai Electronics. It was succeeded by the Super Nintendo Entertainment System. Once the best-selling gaming console of its time, the NES helped revitalize the US video game industry following the video game crash of 1983, and set the standard for subsequent consoles of its generation. With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute software for Nintendo's platform. In 2009, the Nintendo Entertainment System was named the single greatest video game console in history by IGN, out of a field of 25. [Super Nintendo Entertainment System Bio] The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit video game console that was released by Nintendo between 1990 and 1993. In Japan and Southeast Asia, the system is called the Super Famicom, or, SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. The Super Nintendo Entertainment System is Nintendo's second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other consoles at the time. Additionally, development of a variety of enhancement chips, which were integrated on game circuit boards, helped to keep it competitive in the marketplace. The SNES was a global success, becoming the best-selling console of the 16-bit era, despite its relatively late start and the fierce competition it faced in North America and Europe from Sega's Genesis/Mega Drive console. The SNES remained popular well into the 32-bit era, and continues to be popular among fans, collectors, retro gamers, and emulation enthusiasts, some of whom are still making homebrew ROM images. [Nintendo 64 Bio] The Nintendo 64, often referred to as N64, is Nintendo's third home video game console for the international market. Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. It is Nintendo's last home console to use ROM cartridges to store games; handhelds in the Game Boy line, however, continued to use Game Paks. As part of the fifth generation of gaming, it primarily competed with the Sony PlayStation and the Sega Saturn. The N64 was discontinued in 2002 in Japan, North America and PAL regions by the launch of Nintendo's GameCube. The N64 was released with two launch games, Super Mario 64 and Pilotwings 64, and a third in Japan, Saikyo Habu Shogi. The N64's suggested retail price was US$199 at its launch and it was later marketed with the slogan "Get N, or get Out!". The console was released in at least eight variants with different colors and sizes. An assortment of limited edition controllers were sold or used as contest prizes during the N64's lifespan. The N64 sold 32.93 million units worldwide, and in 2009 it was named the 9th greatest video game console by IGN, out of a field of 25. Of the consoles in the fifth generation, the Nintendo 64 was the latest to be released, and it was also the most technologically advanced. One of its technical drawbacks was a limited texture cache, which could only hold textures of small dimensions and reduced color depth, which had to be stretched to cover larger in-game surfaces. More significantly, the N64 still relied upon ROM cartridges, which were constrained by small capacity (particularly in an era when games became more complex and their contents took up more memory) and high production expenses, compared to the Compact Disc format used by its chief competitors. As a result of the N64's storage media limitations, many third-party publishers that previously supported Nintendo's past consoles would reduce or stop publishing games; the N64's most successful titles came from first-party or second-party studios. [Panasonic 3DO Bio] The 3DO Interactive Multiplayer, often called simply 3DO, is a video game console originally produced by Panasonic in 1993. Further renditions of the hardware were released in 1994 by Sanyo and Goldstar. The consoles were manufactured according to specifications created by The 3DO Company, and were originally designed by Dave Needle and R. J. Mical of New Technology Group. The system was conceived by entrepreneur and Electronic Arts founder Trip Hawkins. Despite a highly promoted launch and a host of cutting-edge technologies, the 3DO's high price, limited third-party developer support, and an over-saturated console market prevented the system from achieving success comparable to competitors Sega and Nintendo. This console was released in North America on October 4, 1993, Japan on March 20, 1994 and in Europe in 1994. Since its discontinuation, the 3DO has been frequently derided by video game historians. Citing a lack of decent exclusives and an "astronomical asking price", in 2009 video game website IGN chose the 3DO as its 22nd greatest video game console of all time, slightly higher than the Atari Jaguar but lower than its four other major competitors: the SNES (4th best), the Sega Mega Drive (5th), the Sony PlayStation (7th), and the Sega Saturn (18th).[4] [Pop Cap Bio] PopCap Games is an American video game developer and publisher, based in Seattle, Washington, United States, and it is a subsidiary of Electronic Arts. It was founded in 2000 by John Vechey, Brian Fiete and Jason Kapalka, and currently employs about 400 people. Most of Popcap's games can be played free in a limited form, with the full version available for a fee. PopCap’s flagship title Bejeweled has sold more than 50 million units across all major platforms and continues to sell another copy of itself every 4.3 seconds. PopCap games are available for Web, PC and Mac, Nintendo DS, Nintendo DSi, Wii, Xbox, Xbox 360, PlayStation 3, Zeebo, Cell Phones, PDAs, iPod Classic, iOS, Android, BlackBerry Tablet OS, Windows Phone, and other mobile devices. [RCA Studio II Bio] The RCA Studio II is a video game console made by RCA that debuted in January 1977. The graphics of Studio II games were black and white and resembled those of earlier Pong consoles and their clones. The Studio II also did not have joysticks or similar game controllers but instead used two ten button keypads that were built into the console itself. This made two player games difficult because the players would be forced to hold the console and sit extremely close. The console was capable of making simple beep sounds with slight variations in tone and length. One distinct feature of the Studio II was its five built-in games. Another was its use of a switchbox that relayed both the modulated RF signal of the console's video to the television set while powering the console with DC power. This type of switchbox would not be seen again until the Atari 5200. The Studio II was not a successful product; the previously released Fairchild Channel F made it obsolete at launch and it suffered a final decisive blow when the superior Atari 2600 console was released only 10 months later. It was discontinued in 1979. The name "Studio II" is a reference to RCA's then-famous recording studios. The RCA Studio II was named as to represent a second studio in which artists could create productions for RCA. [Sammy Atomiswave Bio] The Atomiswave is a custom arcade system board and cabinet from Sammy Corporation. It is based on Sega's NAOMI system board, thus it's common to see the "Sega" logo on its boot up screen. The Atomiswave uses interchangeable game cartridges and the cabinet's control panel can be easily switched out with different control sets, including dual joysticks, dual lightguns and a steering wheel. With the retirement of the aging Neo Geo MVS system, SNK Playmore chose the Atomiswave as its next system to develop games for. In a contract with Sammy, SNK Playmore agreed to develop five games for the Atomiswave system. Metal Slug 6 was SNK Playmore's fifth game for the Atomiswave, after which SNK moved on to a Taito Type X2 arcade board. [Sega Game Gear Bio] The Sega Game Gear was Sega's first handheld game console. Based on an 8-bit processor, it was the third commercially available color handheld console, after the Atari Lynx and the TurboExpress. Work began on the console in 1989 under the codename "Project Mercury", following Sega's policy at the time of codenaming their systems after planets. The system was released in Japan on October 6, 1990, North America, Europe and Argentina in 1991, and Australia in 1992. The launch price was $150 USD and £145 GBP. Sega dropped support for the Game Gear on April 30, 1997. [Sega SG-1000 Bio] The SG-1000, which stands for Sega Game 1000, was a cartridge-based video game console manufactured by Sega. This system marked Sega's first entry into the home video game hardware business, and while the system was not popular, it provided the basis for the more successful Sega Master System. [Sega Master System Bio] The Master System, abbreviated to SMS, is a third-generation video game console that was manufactured and released by Sega in 1985 in Japan, as the Sega Mark III, 1986 in North America and 1987 in Europe. The original SMS could play both cartridges and the credit card-sized "Sega Cards," which retailed for cheaper prices than cartridges but had lower storage capacity. The SMS also featured accessories such as a light gun and 3D glasses which were designed to work with a range of specially coded games. The Master System was released as a direct competitor to the Nintendo Entertainment System in the third videogame generation. The SMS was technically superior to the NES, which predated its release by nine months in North America,but failed to overturn Nintendo's significant market share advantage in Japan and North America. In the European, Oceanic and Brazilian markets, this console allowed Sega to outsell Nintendo, due to its wider availability. It enjoyed over a decade of life in those territories and was supported in Europe up until 1996. Up until 1994, it was the console with the largest active installed user base in Western Europe, peaking at 6.25 million units in 1993. The console was redesigned several times both for marketing purposes and to add features, most notably in Brazil. The later Sega Game Gear is effectively a hand-held Master System, with a few enhancements. In 2009, the Master System was named the 20th best video game console of all time by the video gaming website IGN, behind both its competitors, the Atari 7800, ranked 17th best and the Nintendo Entertainment System, 1st. They cited the Master System's small games library, coupled with the highly uneven quality of the few games that were released: "Months could go by between major releases and that made a dud on the Master System feel even more painful. [Sega Genesis Bio] The Sega Genesis, also known as Sega Mega Drive, is a fourth-generation video game console developed and produced by Sega. It was originally released in Japan in 1988 as Mega Drive, then in North America in 1989 as Sega Genesis, and in Eur rope, Australia and other PAL regions in 1990 as Mega Drive. The reason for the two names is that Sega was unable to secure legal rights to the Mega Drive name in North America. The Sega Genesis is Sega's third console and the successor to the Sega Master System with which it has backward compatibility when the separately sold Power Base Converter is installed. The Sega Genesis was the first of its generation to achieve notable market share in continental Europe and North America, where it competed against a wide range of platforms, including both dedicated gaming consoles and home computer systems. Two years later, Nintendo released the Super Nintendo Entertainment System, and the competition between the two would dominate the 16-bit era of video gaming. The console began production in Japan in 1988 and ended with the last new licensed game being released in 2002 in Brazil. The Sega Genesis was Sega's most successful console; though Sega has never released a total sales figure quote. Several add-ons were created including the Sega CD and Sega 32X which extended its capabilities. [Sega CD Bio] The Sega Mega-CD, which was released as the Sega CD in North America, is an add-on device for the Sega Mega Drive/Genesis video game console, designed and produced by Sega. The device adds a CD-ROM drive to the console, allowing the user to play CD-based games and providing additional hardware functionality. It can also play audio CD's and CD+G discs. The development of the Mega-CD was confidential; game developers were not made aware of what exactly they were working on until the add-on was finally revealed at the Tokyo Toy Show in Japan. The Mega-CD was designed to compete with the PC Engine CD (TurboGrafx-16 CD) in Japan, which had a separate CD-ROM drive. The first version of the Mega-CD sits underneath the Mega Drive console and loads CDs via a motorized tray. A second version places a top-loading CD-ROM drive to the right of the console and is intended primarily for use with the redesigned Mega Drive II. Both versions of the Mega-CD are compatible with the initial two versions of the Mega Drive console, but not with the Mega Drive 3 or Genesis 3. [Sega 32X Bio] The Sega 32X, codenamed Project Mars, is an add-on for the Sega Mega Drive/Genesis video game console. Its aim was to increase the lifespan of the aging Mega Drive/Genesis system, which was facing increasingly stiff competition from the SNES. While connecting it to Mega Drive did increase its capabilities, reluctance to adapt due to the previous failure of the Mega-CD and the upcoming Sega Saturn system led to low sales and a short lifespan. [Sega Model 2 Bio] The Sega Model 2 is an arcade system board released by Sega in 1993. Like the Model 1, it was developed in cooperation with Martin Marietta, and was a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. Despite its high pricetag, the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA, Virtua Fighter 2, Virtual-On Cyber Troopers, the House of the Dead, and Dead or Alive, to name a few. [Sega Model 3 Bio] The Sega Model 3 is an arcade system board released by Sega in 1996. It was the final culmination of Sega's partnership with Lockheed Martin, using the company's Real3D division to design the graphical hardware. Upon release, the Model 3 was easily the most powerful arcade system board in existence, capable of over one million polygons per second. The hardware went through several "steppings," which increased the clock speed of the CPU, as well as minor changes to the board architecture. Well known Model 3 games include Virtua Fighter 3 (1996), Sega Super GT (1996), Harley-Davidson & L.A. Riders (1997), Sega Bass Fishing (1997), Daytona USA 2 (1998), Sega Rally 2 (1998), and The Ocean Hunter (1998), although it is the rarest of them. [Sega Saturn Bio] The Sega Saturn is a 32-bit fifth-generation video game console that was first released by Sega on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. The system was discontinued in North America and Europe in 1998, and in 2000 in Japan. The Saturn sold 9.5 million units worldwide. While its installed base in the United States ended at 2 million, its installed base in Japan was more than 6 million units. While it was popular in Japan, the Saturn failed to gain a similar market share in North America and Europe against its main competitors: Sony's PlayStation and later the Nintendo 64. In 2009, video game website IGN chose the Saturn to be their 18th best video game console of all time, out of their list of 25. [Sega Dreamcast Bio] The Dreamcast is a video game console which was released by Sega in November 1998 in Japan and in late 1999 in other territories. It was the first entry in the sixth generation of video game consoles, preceding its rivals: Sony PlayStation 2, Microsoft Xbox and the Nintendo GameCube. 10.6 million units were sold worldwide, as of 2002. Dreamcast sales were positive during launch, but when Sony announced the PlayStation 2, sales of the Dreamcast plummeted. When the PS2 was launched, it became very popular, and the Dreamcast lost much of its momentum. Sega later came to the realization that it did not have the resources to compete. The Dreamcast was discontinued as early as March 2001, which marked Sega's withdrawal from the console hardware business altogether. Support of the system continued in Europe and Oceania until the end of 2002, while in Japan, consoles were still sold until 2007 and new licensed games continued to be released. Despite its short lifespan, the Dreamcast was widely hailed as ahead of its time. It saw the release of many new game series which have been considered creative and innovative, such as Crazy Taxi, Jet Grind Radio, and Shenmue, which was the most expensive game produced at the time.[7] The console itself is still held in high regard for pioneering online console gaming; it was the first console to include a built-in modem and Internet support for online play. As of 2012, the Dreamcast is still supported via small independent companies such as RedSpotGames and the GOAT Store. [Sega Naomi Bio] First demonstrated in 1998 at JAMMA, the Sega Naomi, which is abbreviation of "New Arcade Operation Machine Idea", is the successor to the Sega Model 3 hardware. A development of the Dreamcast home game console, the NAOMI and Dreamcast share the same hardware components: Hitachi SH-4 CPU, PowerVR Series 2 GPU, and Yamaha AICA based sound system. NAOMI has twice as much system memory, twice as much video memory, and 4X as much sound memory. Multiple NAOMI boards can be 'stacked' together to improve graphics performance, or to support multiple-monitor output. A special game cabinet for the NAOMI, NAOMI Universal Cabinet, houses up to sixteen boards for this purpose. The other key difference between NAOMI and Dreamcast lies in the game-media. The Dreamcast reads game data from GD-ROM optical disc, while the NAOMI arcade-board features 168 MB of solid-state ROMs or GD-ROMs using a custom DIMM board and GD-ROM drive. In operation, the Naomi GD-ROM is read only once at system powerup, downloading the disc's contents to the DIMM-Board RAM. Once the download is complete, the game executes out of RAM, thereby reducing mechanical wear on the GD-ROM drive. Unlike Sega's previous arcade platforms and most other arcade platforms in the industry, NAOMI is widely licensed for use by other game publishers including Sega, Namco Bandai, Capcom, Sammy and Tecmo Koei. Games such as Mazan, Marvel Vs. Capcom 2, Dead or Alive 2 and Guilty Gear XX were all developed by third-party licensees of the NAOMI platform. An offshoot version of the NAOMI hardware is Atomiswave by Sammy Corporation. After nine years of hardware production, and with new game titles coming in 2008 like Melty Blood: Actress Again and Akatsuki Blitzkampf AC, NAOMI is considered to be one of the longest running arcade platforms ever and is comparable in longevity with the Neo-Geo MVS. [SNK Neo Geo MVS Bio] The Neo Geo is a cartridge-based arcade system board and home video game console released on January 31, 1990 by Japanese game company SNK. Being in the Fourth generation of Gaming, it was the first system in the former Neo Geo family, which only lived through the 1990s. The hardware featured comparatively colourful 2D graphics. The MVS, or "Multi Video System", as the Neo Geo was known to the coin-operated arcade game industry, offered arcade operators the ability to put up to six different arcade titles into a single cabinet, a key economic consideration for operators with limited floorspace. With its games stored on self-contained cartridges, a game-cabinet could be exchanged for a different game-title by swapping the game's ROM-cartridge and cabinet artwork. Several popular franchise-series, including Fatal Fury, the King of Fighters, Metal Slug and Samurai Shodown, were released for the platform. The Neo Geo system was also marketed as a very costly home console, commonly referred to today as the AES (Advanced Entertainment System). The Neo Geo was marketed as 24-bit, though it was technically a parallel processing 16-bit system with an 8-bit Zilog Z80 as coprocessor. The coprocessor was used as a CPU, and for sound processing. The Super Nintendo and Sega Genesis also had similar co-processors, but neither Sega nor Nintendo claimed they were 24-bit. The Neo Geo was ranked 19th out of the 25 best video game consoles of all time by the video game website IGN in 2009. [SNK Neo Geo CD Bio] Neo Geo CD is a game console from SNK that was released in 1994, four years after its cartridge-based equivalent, in an effort to reduce manufacturing costs. It is the second console of the Neo Geo family. The system was originally priced at US$300 new. The unit's 1X CD-ROM drive was slow, making loading times very long as a result, with the system loading up to 56 Mbit of data with every load. Neo Geo CD game prices were low at $50, in contrast to Neo Geo AES game cartridges, which cost as much as $300. The system can also play Audio CDs. All three versions of the system have no region-lock. The Neo Geo CD was bundled with a control pad instead of a joystick like the AES version. However, the original AES joystick could be used with all three Neo Geo CD models, instead of the included control pads. [SNK Neo Geo Pocket Bio] The Neo Geo Pocket is a monochrome handheld video game console released by SNK. It was the company's first handheld system and is part of the Neo Geo family. It debuted in Japan in late 1998, however saw no western release, being exclusive to Japan and smaller Asian markets such as Hong Kong. The Neo Geo Pocket is considered to be an unsuccessful console. Lower than expected sales resulted in its discontinuation in 1999, and was immediately succeeded by the Neo Geo Pocket Color, a full color device allowing the system to compete more easily with the dominant Game Boy Color handheld. The majority of the Neo Geo Pocket's library is forwards compatible with that of the Neo Geo Pocket Color (though games will play in monochrome), and likewise all Neo Geo Pocket games can be played on the color system (bar The Last Blade: Beyond the Destiny). Though the system enjoyed only a short life, there were some significant games released on the system such as Samurai Shodown, and King of Fighters R-1. Only ten games were released for the system; Melan Chan's Growth Diary, Puzzle Link, Pocket Tennis, Neo Cup 98, Neo Cup 98 plus, King of Fighters, Samurai Shodown, Master of Syougi, Neo Cherry Master and Baseball Stars. [SNK Neo Geo Pocket Color Bio] The Neo Geo Pocket Color, is a 16-bit colour handheld video game console manufactured by SNK. It is a successor to SNK's monochrome Neo Geo Pocket handheld which debuted in 1998 in Japan. The Neo Geo Pocket Color was released on March 16, 1999 in Japan, August 6, 1999 in North America, and some time in 1999 in Europe. The Neo Geo Pocket Color was SNK's last video game console, and is backwards compatible with the Neo Geo Pocket. In 2000, following SNK's purchase by Japanese pachinko manufacturer Aruze, the Neo Geo Pocket Color was dropped from both the North American and European markets. It did, however, last until 2001 in Japan, with a total of 2 million units sold. [Sony Playstation Bio] The PlayStation, officially abbreviated as PS; unofficially referred to as the PSX or PS1, is a 32-bit fifth-generation video game console first released by Sony Computer Entertainment in Japan on December 3, 1994. The PlayStation was the first of the PlayStation series of consoles and handheld game devices. In 2000, a re-designed, "slim" version was released, called the PS one, replacing the original grey console, and also being renamed to avoid confusion with its successor, the newly-released PlayStation 2. The PlayStation was the first "computer entertainment platform" to ship 100 million units, which it had reached 9 years and 6 months after its initial launch.[10] The last game for the system was FIFA Football 2005 released in October 2004, and the last PS one units were sold on Christmas 2004 for a total of 102 million units shipped. Games continued to sell until Sony ceased production of PlayStation games on March 23, 2006; eleven years after it was released, and just over half a year before the release of the PlayStation 3. [VTech CreatiVision Bio] The Video Technology CreatiVision was a hybrid computer and video game console introduced by VTech in 1981. The hybrid unit was similar in concept to computers such as the APF Imagination Machine, the older VideoBrain Family Computer, and to a lesser extent the Intellivision game console and Coleco Adam computer, all of which anticipated the trend of video game consoles becoming more like low-end computers. The CreatiVision was distributed in many European countries, in South Africa, in Israel under the Educat 2002 name, as well as in Australia under the Dick Smith Wizzard name. Other names for the system (all officially produced by VTech themselves) include the FunVision Computer Video Games System, Hanimex Rameses and VZ 2000. All CreatiVision and similar clones were designed for use with PAL standard television sets, except the Japanese CreatiVision (distributed by Cheryco) which was NTSC and is nowadays much sought after by collectors. The CreatiVision console sported an 8-bit Rockwell 6502 CPU at a speed of 2 MHz, 1KB of RAM and 16KB of Video RAM, and had a graphics resolution of 256 × 192 with 16 colors and 32 sprites. The console had 2 integrated joystick/membrane keypad controllers (much like the ColecoVision) which, when set in a special compartment on top of the console, could be used as a computer keyboard. The CreatiVision had interfaces for a cassette player, an extra rubber keyboard, floppy disk drive, parallel I/O interface, modem (likely unreleased), Centronics printer and one memory expansion module for use with the Basic language cartridge. The CreatiVision was discontinued in late 1985/early 1986. A computer was produced by VTech in 1984-1986, based on CreatiVision hardware and compatible with most of the games: Laser 2001, which sold in Europe and Australia. It was also available in Finland through Salora, with the name of Manager. The Manager had a specific keyboard with Finnish layout and characters set. [Nintendo Gamecube Bio] The Gamecube was released worldwide in 2002. The sixth-generation console is the successor to the Nintendo 64 and competed with Sony's PlayStation 2, Microsoft's Xbox, and Sega's Dreamcast. The GameCube is the first Nintendo console to use optical discs for its primary storage medium. The discs are similar to the miniDVD format, and as a result of their smaller size, the system was not designed to play standard DVDs or audio CDs. Nintendo presents a variety of connectivity options for the GameCube. It supports online gaming for a small number of games via the broadband or modem adapter, sold separately; and it connects to the Game Boy Advance, allowing players to access exclusive in-game features using the handheld as a second screen and controller. Contemporary reception of the GameCube was generally positive. Some praised the extensive software library and high-quality games, while others criticized the console's exterior design and lack of features. Nintendo sold 21.74 million GameCube units worldwide before being discontinued in 2007. Its successor, the Wii, was released in November 2006. [Zinc Bio] ZiNc is an emulator for arcade video games based on Sony PlayStation hardware. This includes systems from Capcom, Taito, Konami, Tecmo, and Namco, among others. These games are also supported in MAME, but ZiNc can frequently run them faster and with graphics and sound enhancements. [XBMC Bio] Get ready to watch classic movies and tv shows! [ScummVM Bio] Play classic old school pc games [Microsoft MS-Dos Bio] short for Microsoft Disk Operating System) is an operating system for x86-based personal computers developed by Microsoft. It was the most commonly used member of the DOS family of operating systems, and was the main operating system for IBM PC compatible personal computers during the 1980s to the mid-1990s, until it was gradually superseded by operating systems offering a graphical user interface, in particular by various generations of the Microsoft Windows operating system. [PC Games Bio] Games for Windows was a brand owned by Microsoft and introduced in 2006 to coincide with the release of Windows Vista and Windows 7. The brand represents a standardized technical certification program and online service for Windows games, bringing a measure of regulation to the PC game market in much the same way that console manufacturers regulate their platforms. The branding program is open to both first-party and third-party publishers. [Capcom CPS3 Bio] CPS-3 is an arcade system board that was first used by Capcom in 1996 with the arcade game Red Earth. It was the second successor to the CP System arcade hardware, following the CP System II. It would be the last proprietary system board Capcom would produce before moving to the more common Taito Type X system boards used in Japan. [Capcom Play System Bio] CPS-1 is an arcade system board developed by Capcom that ran game software stored on removable ROM cartridges. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor. [Mugen Bio] Due to the customizable nature of the game engine, no two versions of M.U.G.E.N. are the same. Each person is encouraged to download their own copy of the game engine and to create or add content to match their personal preference. Groups of M.U.G.E.N. authors will often collaborate to produce a full game using the engine. These full games are available at a variety of quality levels and are released under the general M.U.G.E.N. license. Content is created by the community, and thousands of fighters, both original and from popular fiction, have been created. [Visual Pinball Bio] Visual Pinball is a freeware video game engine for pinball tables.A huge variety of user created Visual Pinball tables is available on the internet. Players can choose between faithful recreations of existing pinball machines with or without ROM emulation and original pinball simulations based on licenced themes or completely self-designed tables. [Help Bio] Use this guide to navigate throughout Hyperspin using a Playstation 3 controller. [Hyperspin Controls Bio] Use this guide to navigate throughout Hyperspin using a Playstation 3 controller. [Nintendo Power Bio] Nintendo Power is a monthly news and strategy magazine which was initially published in-house by Nintendo of America, and later run independently. As of issue #222 (December 2007), Nintendo contracted publishing duties to Future US, the U.S. subsidiary of British publisher Future.[2] Having enjoyed twenty years of Nintendo-directed publication, it is notable as a primary source for detailed game mapping and insider knowledge delivered directly from the programming teams and as one of the longest-running game oriented magazines of all time. It had one of the longest lifespans of all video game magazines in the United States and Canada, and was Nintendo's official magazine in North America. On August 21, 2012, Nintendo announced that they would not be renewing their licensing agreement with Future Publishing, and that Nintendo Power would cease publication in December 2012.[3] The final volume, Volume 285, was released on December 11, 2012. [Cave Bio] The CAVE CV1000 is the third generation arcade hardware from Cave. The CAVE CV1000 hardware was used in all arcade games released by Cave from Mushihimesama in 2004 through DoDonPachi SaiDaiOuJou in 2012, with the exception of Deathsmiles II. The CAVE CV1000 is also known as Cave SH-3 hardware, due to the arcade system being powered by a Hitachi SH-3 CPU. There were two versions of the CAVE CV1000: the CV1000-B, which is the original PCB first released with Mushihimesama, and the CV1000-D with more RAM, first released with DoDonPachi DaiFukkatsu. [OpenBor Bio] Probably the most significant reason for the continuing success of Beats Of Rage is the game's engine. The Beats Of Rage engine can be customized and it allows for new beat them up games to be built within it. The games developed for the Beats of Rage engine are commonly referred to as mods. [Comics Bio] Read your favorite comic books. Star Wars, the clone wars television show has ended and there were unproduced scripts around Darth Mauls story. Lucas Arts created a comic book seriers to explore Darth Mauls hidden story. Also check out the award winning comic book series called the astounding xmen. [Taito Type X Bio] The Taito Type X is an arcade system board released by Taito Corporation in 2004. Based on commodity PC hardware architecture, Type X is not a specification for a single set of hardware, but rather a modular platform supporting multiple hardware configurations with different levels of graphical capability. This flexibility allows game developers limited choice in selecting a configuration to fit the game's specific requirements, and allows the platform as a whole to more efficiently support gaming titles with vastly different computing needs. [Watara Supervision Bio] The Watara Supervision (also known as the QuickShot Supervision in the UK) is a monochrome handheld game console, originating from Asia, and introduced in 1992 as a cut-price competitor for Nintendo's Game Boy. It came packaged with a game called Crystball, which is similar to Breakout. One unique feature of the Supervision was that it could be linked up to a television via a link cable. Games played in this way would display in four colors, much like Nintendo's Super Game Boy add-on for the Super Nintendo Entertainment System. A full color TV link was also in the works, but because of the Supervision's failure to make a major impression among gamers it was cancelled, along with the games which were in development for it. Though the machine garnered some attention at launch, it was ultimately unsuccessful in unseating the Game Boy from its position as the world's most popular handheld. Reasons commonly cited are the poor quality screen which was prone to blurring and made following the action difficult, a general lack of games and the simplistic nature of those that were released. Yet another problem was that most of the games that were available were developed in Taiwan or Hong Kong, meaning that fans of big-name Western and Japanese developers were underwhelmed by the apparent lack of support from these companies. Only a tiny handful of games were developed by third parties, including Sachen and the British developer B.I.T.S.. Up against Nintendo's list of popular franchises, "Zelda, Mario, Metroid" and those of its third parties "Castlevania, Mega Man" - all of which eventually surfaced on the Game Boy - the Supervision's games were of little interest to most. my ini Advance the cause to 100%. http://hyperbase.hyperspin-fe.com/ Planet Geekdom, Subscribe for Tutorials! https://www.youtube.com/channel/UCdcby-s2GwriaOHGmVC2vGA?sub_confirmation=1&app=desktop
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