This would play just fine in a snap-in (like a Discman) or tray loading CD player. It might give slot loaders some trouble but it looks like it still describes most of a 120mm circle so it would probably work fine in those as well.
For audio playback. At 1x speed.
The real problem with these novelty shaped disks is when you stick them in a fast PC CD-ROM drive, they’re usually badly unbalanced and when your drive dutifully tries to spin them at 8,000, 15,000, or 20,000 RPM when it indexes the disk or when someone tries to copy it – not outside the realm of possibility for a commodity 40x drive – the disk will warp and vibrate like crazy and in some cases eventually crack and then outright explode inside the drive.
I once had to disassemble somebody’s drive and tweezer out the sparkly bits of a Ranma 1/2 CD that I discovered, when rearranging the pieces back together on the workbench like a jigsaw puzzle, was one of these damn novelty disks that was shaped like Ranma-chan’s head. The largest fragment left over was smaller than a dime, and surprisingly the drive still worked after I unjammed it and got all of the glitter out of it ultimately using compressed air.
These were uncommon, but not unheard of. For instance, Metallica also infamously released this fucking thing:
I liked the part when I was playing very far into the game and I basically had so many enemies and explosions on screen I couldn’t even see my character anymore… and then my wife came into the room, saw the chaos and didn’t understand how I could still play or how it was even fun.
I was trying to think on the history of this feature, since i wouldn’t necessarily count something like AvP’s heatvision mode. That’s meant to simulate a real thing, even if it works a bit gamey, by highlighting active objects.
Assassin’s Creed is the game that, for me, codified the mechanic into it’s current form. Hawk Vision or whatever they called it specifically highlighted game objects. I think they even mention that the animus machine is projecting that view to help Desmond see the world how his ancestors would have understood it.
But… I’m going to call the origin as being way farther back. In flight sims, your targeting hud can highlight enemies and targets by drawing little boxes around them. That is the very first instance I can think of where a game highlighted objects of interest for the player’s benefit. Most flight sims (or adjacent genres like mech sims) would also label the box with the name of the thing, sometimes with health, ammo, weapon, or weakpoint indicators as well.
Assassin’s Creed also came to mind for me as one of the first time I encountered this. Eagle Vision I believe it was called.
I’d say that was different from target indicators, though. I feel those were more because distant targets weren’t really visible because of the low resolution at the time, whereas Eagle Vision was more highlighting particular items of interest in the environment that were still otherwise visible.
they actually sorted that out pretty nicely with updates. the pace is quite even since they published the next-Gen rework. the problem with being under-leveled still persists though.
Although this isn’t quite relevant before finishing the main game, be sure to pick up both the DLC once you’re finished.
Both DLCs are fantastic standalone stories, super rich in content they could even beat some full priced games. You could play the DLCs before finishing the main game (and there is an additional game mechanic introduced in Blood and Wine), but on a first run I would still recommend playing it after to not get distracted and take away the impact of the main story.
More expensive than a ps1 way fewer games and only or a year or so before ps2. Ps2 also teased backward compatibility. Just bad timing during extremely quick console update releases.
It seems obvious now that you mention that, that Sony went with backwards compatibility because Sega released so many systems in the 90s(ish). Immediate support from a lot of Sega fans that felt betrayed. Aaaand the is also a way to stick it to nintendo while doing it. They didnt have to give up the hate of nintendo(i remember sega/nintendo rivalrly every bit as dumb and real as ford/chevy rivalry)
And nintendo ALWAYs making bad medium choices for their games. Ps1 was already black eye to nintendo. Sony gave you mutiple devices in every device. Cds, dvds, blueray. From Sony an already mammoth device manufacturer for those technologies. Man if toshiba or someone had bought nintendo to push new hardware could have been interesting. Nintendo having HD dvd could have been good for n64/gamecube/wii would have very different timeline
How do you get into this? Could you DM me the info and perhaps a good starting place? I can’t work right now due to an injury and I’d love to look into this
My experience is with iPhone (yeah yeah boo Apple).
Most of how I learned was just digging through Apple’s documentation, focusing on one goal at a time. How do I draw stuff to the screen? How do I handle touch inputs? How do I use the built in UI elements? How do I play sounds? How do I get GPS data? Things like that. I’d usually have an idea of a specific mini-project that would make use of a specific new tool.
Note that I already had some programming experience (although it wasn’t much) before I started teaching myself this way.
Just start by downloading XCode and playing with one of their sample projects. SpriteKit is particularly easy to get started with and there’s a sample project for it. (I’m assuming you want to make something like a game. If you want to make more of a utility app, look up SwiftUI).
I forget which platform it was, but one version of that TMNT game was literally impossible because someone fucked up the distance of a jump in one of the sewer levels, making it an impossible jump to make.
I had it on PC as a kid and it was hard enough just reading the codes out of the booklet using that piece of red cellophane to get the fucker to start up lol
I think so. On the working versions you can just walk across but on the broken one it’s too far to do that and jumping makes you hit the ceiling and also not make it. Though it’s been a while since I’ve both played it or seen the little videos pointing out the error on one of the versions.
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