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Famicom Titler
The Nintendo Entertainment System (NES), an 8-bit third-generation home video game console produced by Nintendo, had numerous model variants produced throughout its lifetime. It was originally released in 1983 as the (and widely known as the ) in Japan, with design work led by Masayuki Uemura. Nintendo intentionally redesigned it as the NES in North America in an attempt to avoid the stigma of video game consoles lingering from the video game crash the same year; while it was initially conceptualized as a home computer, it was ultimately modeled after a videocassette recorder (VCR) for its debut there in 1985. Nintendo subsequently exported the NES to Europe and Oceania via local distributors. Uemura's former employer Sharp Corporation, which previously collaborated with Nintendo on the Game & Watch, released three officially licensed Famicom variants in Japan: a CRT television with a built-in Famicom, a console that combined the Famicom and Famicom Disk System hardware in o ...
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Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Oceania, and 1993 in South America. In Japan, it is called the In South Korea, it is called the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent cartridges for one version from being used in other versions. The Super NES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be competitive into ...
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Static Electricity
Static electricity is an imbalance of electric charges within or on the surface of a material or between materials. The charge remains until it is able to move away by means of an electric current or electrical discharge. Static electricity is named in contrast with current electricity, where the electric charge flows through an electrical conductor or space, and transmits energy. A static electric charge can be created whenever two surfaces contact and have worn and separated, and at least one of the surfaces has a high resistance to electric current (and is therefore an electrical insulator). The effects of static electricity are familiar to most people because people can feel, hear, and even see the spark as the excess charge is neutralized when brought close to a large electrical conductor (for example, a path to ground), or a region with an excess charge of the opposite polarity (positive or negative). The familiar phenomenon of a static shockmore specifically, an electr ...
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Short Circuit
A short circuit (sometimes abbreviated to short or s/c) is an electrical circuit that allows a current to travel along an unintended path with no or very low electrical impedance. This results in an excessive current flowing through the circuit. The opposite of a short circuit is an "open circuit", which is an infinite resistance between two nodes. Definition A short circuit is an abnormal connection between two nodes of an electric circuit intended to be at different voltages. This results in an electric current limited only by the Thévenin equivalent resistance of the rest of the network which can cause circuit damage, overheating, fire or explosion. Although usually the result of a fault, there are cases where short circuits are caused intentionally, for example, for the purpose of voltage-sensing crowbar circuit protectors. In circuit analysis, a ''short circuit'' is defined as a connection between two nodes that forces them to be at the same voltage. In an 'idea ...
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Video Game History Foundation
The Video Game History Foundation is a non-profit foundation founded by Frank Cifaldi. The primary aim of the foundation is the archival, preservation, and dissemination of historical media related to video games. History In a talk given at the 2016 Game Developers Conference, Frank Cifaldi expressed concern over the state of video game preservation. Noting that a significant amount of feature films produced before 1950 are now irrecoverably lost, Cifaldi found himself wondering if the early history of video games would ultimately suffer the same fate. In highlighting the disparity between ''modern'' film preservation and game preservation, Cifaldi lamented that the games industry was doing "a pretty terrible job of maintaining tslegacy". He said that The Film Foundation, a non-profit organization dedicated to the preservation of film, was a major inspiration for the VGHF. Prior to the founding of the VGHF, several members of its founding board had collaborated with and donat ...
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Video Game Crash Of 1983
The video game crash of 1983 (known as the Atari shock in Japan) was a large-scale recession in the video game industry that occurred from 1983 to 1985, primarily in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality, as well as waning interest in console games in favor of personal computers. Home video game revenues peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985 (a drop of almost 97 percent). The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade game market also weakened as the golden age of arcade video games came to an end. Lasting about two years, the crash shook a then-booming video game industry and led to the bankruptcy of several companies producing home computers and video game consoles. Analysts of th ...
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Consumer Electronics Show
CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event typically hosts presentations of new products and technologies in the consumer electronics industry. History The first CES was held in June 1967 in New York City. It was a spinoff from the Chicago Music Show, which, until then, had served as the main event for exhibiting consumer electronics. The event had 17,500 attenders and over 100 exhibitors; the kickoff speaker was Motorola chairman Bob Galvin. From 1978 to 1994, CES was held twice each year: once in January in Las Vegas known for ''Winter Consumer Electronics Show (WCES)'' and once in June in Chicago, known as ''Summer Consumer Electronics Show (SCES)''. The winter show was successfully held in Las Vegas in 1995 as planned. However, since the summer Chicago shows were beginning ...
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D-pad
A D-pad (short for directional pad or digital pad; officially referred to by Nintendo as a +Control Pad) is a flat, usually thumb-operated, often digital, four-way directional control with one button on each point, found on nearly all modern video game console gamepads, game controllers, on the remote control units of some television and DVD players, and smart phones. Like early video game joysticks, the vast majority of D-pads are digital; in other words, only the directions provided on the D-pad buttons can be used, with no intermediate values. However, combinations of two directions (up and left, for example) do provide diagonals and many modern D-pads can be used to provide eight-directional input if appropriate. Although D-pads offer less flexibility than analog sticks, they can easily be manipulated (requiring little movement of the thumb) with very high accuracy. They are also far less demanding in maintenance and do not protrude very far from the controller, making t ...
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Handheld Electronic Game
Handheld electronic games are very small, portable devices for playing interactive electronic games, often miniaturized versions of video games. The controls, display and speakers are all part of a single unit. Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a smartwatch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and vacuum fluorescent display screens with detailed images and in the case of VFD games, color. Handhelds' popularity was at its peak from the late 1970s into the early 1990s before declining. They are the precursors to the handheld game console. History Early handheld games used simple mechanisms to interact with players, often limited to illuminated buttons and sound effec ...
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Set-top Tv Antenna
A television antenna (TV aerial) is an antenna specifically designed for use with a television receiver (TV) to receive over-the-air broadcast television signals from a television station. Television reception is dependent upon the antenna as well as the transmitter. Terrestrial television is broadcast on frequencies from about 47 to 250 MHz in the very high frequency (VHF) band, and 470 to 960 MHz in the ultra high frequency (UHF) band in different countries. Television antennas are manufactured in two different types: "indoor" antennas, to be located on top of or next to the television set, and "outdoor" antennas, mounted on a mast on top of the owner's house.Johnson 1993 Antenna Engineering Handbook, 3rd Ed.', p. 29.5-29.6 They can also be mounted in a loft or attic, where the dry conditions and increased elevation are advantageous for reception and antenna longevity. Outdoor antennas are more expensive and difficult to install, but are necessary for adequate ...
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Scarf
A scarf, plural ''scarves'', is a piece of fabric worn around the neck or head for warmth, sun protection, cleanliness, fashion, religious reasons, or used to show the support for a sports club or team. They can be made in a variety of different materials such as wool, linen, silk or cotton. It is a common type of neckwear. History Scarves have been worn since ancient times. In 1350BC Ancient Egypt, Queen Nefertiti is said to have worn a tightly-woven headscarf, and the Statue of Ashurnasirpal II from the 9th century BC features the emperor wearing a shawl. In Ancient Rome, the garment was used to keep clean rather than warm. It was called a focale or ''sudarium'' (sudarium from the Latin language, Latin for "sweat cloth"), and was used to wipe the sweat from the neck and face in hot weather. They were originally worn by men around their neck or tied to their Belt (clothing), belt. Historians believe that during the reign of the Chinese Qin Shi Huang, Emperor Cheng, scarves m ...
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