2 Hours of Commodore 64 commercials and information

The Commodore 64 is an 8-bit home computer introduced by Commodore International in January 1982.
Volume production started in the spring of 1982, with machines being released on to the market in August at a price of US$595.

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Nintendo DS NTR-001

Image of DS (front)

Image of DS (front)

Image of DS (back)

Image of DS (back)

  1. Backlight function with semi-transparent reflective TFT color LCD display
  2. (Touch screen) Backlight function with semi-transparent reflective TFT color LCD display
  3. Speaker
  4. POWER button (POWER)
  5. Cross button
  6. Start button (right), select buttons (left)
  7. A button (right) · B button (below) · X button (on) · Y button (left)
  8. L button
  9. R button
  10. Mike (MIC.)
  11. The charge lamp
  12. Power lamp
  13. Volume (VOL.)
  14. GBA cartridge slot (SLOT-2)
  15. Stereo headphone / microphone connection terminal
  16. AC adapter connection terminal
  17. DS card slot (SLOT-1)
  18. Hook strap
  19. Touch pen holder
  20. Battery box
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Nintendo Virtual Boy – Games released in USA

  • Mario Tennis
  • Wario Land
  • Mario Clash
  • Galactic Pinball
  • Telero Boxer
  • Virtual Baseball
  • Panic Bomber
  • Vertical Force
  • Water World
  • 3D Tetris
  • Jack Bros.
  • Nester’s Funky Bowling
  • Golf
  • Red Alarm
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Nintendo Virtual Boy – Games released in Japan

  • Teleroboxer (July 21, 1995. ¥4900)
  • Mario’s Tennis (July 21, 1995. ¥4900)
  • Galactic Pinball (July 21, 1995. ¥4900)
  • Red Alarm (July 21, 1995. ¥4900)
  • Tobidase! PaniBom (July 21, 1995. ¥4900)
  • T&E Virtual Golf (August 11, 1995. ¥6500)
  • Virtual PRO-YAKYU’95 (August 11, 1995. ¥5480)
  • Vertical Force (August 12, 1995. ¥4900)
  • V-Tetris (August 25, 1995. ¥4980)
  • Mario Clash (September 28, 1995. ¥4900)
  • Space Squash (September 28, 1995. ¥4900)
  • Jack Brothers no meiro de hi-ho-! (September 29, 1995. ¥4980)
  • Vertical Fishing (October 6, 1995. ¥5800)
  • Inmouse no yakata (October 13, 1995. ¥4900)
  • Virtual Boy Wario Land: Awazon no hihou (December 1, 1995. ¥4900)
  • Space Invader (December 1, 1995. ¥4980)
  • Virtual LAB (December 8, 1995. ¥5500)
  • Virtual Bowling (December 22, 1995. ¥5800)
  • SD GUNDAM DIMENSION WAR (December 22, 1995. ¥5800)
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Nintendo GameCube System Specifications

MPU (“Microprocessor Unit”)

Custom IBM Power PC “Gekko”

Manufacturing process : 0.18 micron IBM copper wire technology
Clock frequency : 485 MHz
CPU capacity : 1125 Dmips (Dhrystone 2.1)
Internal data precision : 32-bit Integer & 64-bit floating-point
External bus : 1.3GB/second peak bandwidth
(32-bit address space, 64-bit data bus 162 MHz clock)
Internal cache : L1: instruction 32KB, data 32KB (8 way)
L2: 256KB (2 way)

System LSI : Custom ATI/Nintendo “Flipper”

Manufacturing process : 0.18 micron NEC Embedded DRAM Process
Clock frequency : 162 MHz
Embedded frame buffer : Approx. 2MB
sustainable latency : 6.2ns (1T-SRAM)
Embedded texture cache : Approx. 1MB
sustainable latency : 6.2ns (1T-SRAM)
Texture read bandwidth : 10.4GB/second (Peak)
Main memory bandwidth : 2.6GB/second (Peak)
Pixel depth : 24-bit color, 24-bit Z buffer
Image processing functions : Fog, subpixel anti-aliasing,
8 hardware lights, alpha blending,
virtual texture design, multi-texturing,
bump mapping, environment mapping, MIP mapping,
bilinear filtering, trilinear filtering, anisotropic filtering,
real-time hardware texture decompression (S3TC),
real-time decompression of display list,
HW 3-line deflickering filter.
Sound Processor : custom Macronix 16-bit DSP
DSP Instruction Memory : 8KB RAM + 8KB ROM
DSP Data Memory : 8KB RAM + 4KB ROM
DSP Clock Frequency : 81 MHz
Performance : 64 simultaneous channels, ADPCM encoding
Sampling Frequency : 48KHz

System Floating-point Arithmetic Capability

10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)

Real-world polygon

6 million to 12 million polygons/second (Peak)
(Assuming actual game conditions with complex models, fully textured, fully lit, etc.)

System Memory (Total 40MB)

Main Memory “Splash”

24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency

A-Memory

16 MB (81MHz DRAM)

Disc Drive

CAV (Constant Angular Velocity) System
Average Access Time : 128ms
Data Transfer Speed : 16Mbps to 25Mbps

Media

3 inch NINTENDO GAMECUBE Disc based on Matsushita’s Optical Disc Technology,
Approx. 1.5GB Capacity

Input/Output

Controller Port x4
Memory Card Slot x2
Analog AV Output x1
Digital AV Output x1
High-Speed Serial Port x2
High-Speed Parallel Port x1
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Nintendo 64DD specifications

Power Supply : Via Nintendo64.
Electricity Consumption : 14.40W (max)
Record System : Double-sided magnetic recording
Format Capacity : approximately 64.45Mbyte (64,458,560byte)
Data Transfer Rate : approximately 1.0Mbyte/sec. (max)
Clock Function : Built-in
Operating Temperature Range : 5~40°C
Operating Humidity Range : 20%~85%RH (without dew condensation)
Size : width 260mm x depth 190mm x height 78.7mm
Weight : 1.6kg
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Nintendo 64 System Specifications

CPU : MIPS 64-bit RISC CPU (customized R4000 series)
Clock Speed: 93.75 MHz
MEMORY : RAMBUS D-RAM 36Mbit Transfer Speed: maximum 4,500M bit/sec.
(Extension of the memory is possible with “Expansion Pak”.)
CO-PROCESSOR : RCP: SP (sound and graphics processor) and DP (pixel drawing processor) incorporated.
Clock Speed: 62.5MHz (MIPS 32-bit RISC loading)
RESOLUTION : 256 x 224 ~ 640 x 480 dots.
Flicker-free interlace mode support
COLOR : Max 32-bit RGBA Color frame buffer support
Standard 21-bit color output
GRAPHIC PROCESSING : Z buffer
Anti-aliasing
Realistic texture mapping: Tri-linear filtered MIP-map interpolation, Perspective correction, Environment mapping
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Pong is now 40 years old

Happy Birthday Pong

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Xbox360 and your game loving girlfriend

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20 Games That Defined MSX Gaming


1983 Bomberman (Hudson Soft)
1984 Antarctic Adventure (Konami)
1985 The Castle (ASCII Corporation)
1985 Yie-Ar Kung Fu (Konami)
1985 Thexder (Game Arts)
1985 King’s Valley (Konami)
1985 Road Fighter (Konami)
1986 The Goonies (Konami)
1986 Vampire Killer a.k.a. Castlevania (Konami)
1986 Penguin Adventure (Konami)
1986 Nemesis a.k.a. Gradius (Konami)
1987 Metal Gear (Konami)
1987 Salamander (Konami)
1987 Bubble Bobble (Taito)
1988 R-Type (Irem)
1988 Parodius (Konami)
1988 Aleste (Compile)
1989 Space Manbow (Konami)
1990 Metal Gear 2: Solid Snake (Konami)
1990 Snatcher SD (Konami)

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