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.
2 Hours of Commodore 64 commercials and information
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Nintendo DS NTR-001
Image of DS (front)

Image of DS (back)

- Backlight function with semi-transparent reflective TFT color LCD display
- (Touch screen) Backlight function with semi-transparent reflective TFT color LCD display
- Speaker
- POWER button (POWER)
- Cross button
- Start button (right), select buttons (left)
- A button (right) · B button (below) · X button (on) · Y button (left)
- L button
- R button
- Mike (MIC.)
- The charge lamp
- Power lamp
- Volume (VOL.)
- GBA cartridge slot (SLOT-2)
- Stereo headphone / microphone connection terminal
- AC adapter connection terminal
- DS card slot (SLOT-1)
- Hook strap
- Touch pen holder
- 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”) |
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Custom IBM Power PC “Gekko” |
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| 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” |
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| 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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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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