![]() ![]() A group, led by Boppo, staged a raid on Megaton, but the attack was foiled when Boppo was shot in the head and killed by Lucas Simms. In early 2277, a gang of raiders occupied nearby Springvale Elementary School, intending to tunnel from the school basement into Vault 101. Moriarty has a line on everything that happens in Megaton and it all eventually gets back to him. On the subject of trouble, Colin Moriarty runs the town saloon and has a less than decent reputation, keeping the drunks drunk and his employees in servitude. Lucas Simms is the self-appointed town sheriff and does not hesitate to throw anyone out if they cause trouble. In 2277, space is limited in the town, forcing many residents to live in the common house, a building that would usually be reserved for meetings and voting. īy the time of the expedition, the front gate of Megaton had been completed. Palmer appointed two vault residents, Agnes Taylor and Lewis, as vault ambassadors to Megaton. Initially, the locals were cautious of the strangers before eventually accepting and welcoming them into their settlement. In February 2241, an expeditionary party of Vault 101, led by Anne Palmer and sent by the overseer of the vault, made contact with the residents of Megaton. The bomber is what caused the crater and supplied some of the first materials for Megaton's wall. Its origins are from a bomber that crashed there, the bomb being and not detonating. That is not to say a lot of other people felt it was best to not disturb it it was not hurting anything and it could have adverse effects if transferred to another location. The bomb in the center of the crater remained there when the wall was being erected, the settlement needed as much manpower as it could get and removing the bomb would have upset those that worshiped it, pushing them away. Over the course of a couple of months, the residents of the town built the walls out of necessity aircraft debris from an air station a few miles from the crater was the only material that remained and was readily available. After the raid, Moriarty inherited his father's wealth and his bar, Moriarty's Saloon. Early that year, raiders attacked the town, resulting in the death of the 14-year-old Colin Moriarty's father. Ĭonstruction on the wall started in 2241. ![]() Vargas' father became wealthy on these caravan routes and eventually convinced others to build the scrap metal wall surrounding the town to repel raiders. A generation later, the crater had turned into a full-on trade hub. After the storms died down, some people began to wander the wastes but would return to the crater to trade their scavenged goods. Locked out of the vault, these settlers, including Manya Vargas' great grandfather, simply settled into the crater for protection against dust storms. Megaton's crater was first settled by a large group of people who either worshiped the undetonated bomb or sought shelter in Vault 101, but was denied access because the vault dwellers were not allowed to leave or let anyone in as part of the vault's experiment. ![]()
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![]() ![]() By 2014, Thunderbolt had become a standard feature across Apple's entire line of computers (later with the exception of the 12-inch MacBook introduced in 2015, which featured only a sole USB-C port) effectively becoming the spiritual successor to FireWire in the Apple ecosystem. Apple released its last computers with FireWire in 2012. However, in February 2011 Apple introduced the first commercially available computer with Thunderbolt. Īpple first included onboard FireWire in some of its 1999 Macintosh models (though it had been a build-to-order option on some models since 1997), and most Apple Macintosh computers manufactured in the years 2000 through 2011 included FireWire ports. On June 12, 2008, all these amendments as well as errata and some technical updates were incorporated into a superseding standard, IEEE Std. In 2007, IEEE 1394 was a composite of four documents: the original IEEE Std. Apple's development began in the late 1980s, later presented to the IEEE, and was completed in January 1995. IEEE 1394 fully supports both isochronous and asynchronous applications.Īpple intended FireWire to be a serial replacement for the parallel SCSI bus, while providing connectivity for digital audio and video equipment. Parallel buses utilize a number of different physical connections, and as such are usually more costly and typically heavier. FireWire is a serial bus, meaning that information is transferred one bit at a time. IEEE 1394 is a serial bus architecture for high-speed data transfer. Its development was initiated by Apple in 1986, and developed by the IEEE P1394 Working Group, largely driven by contributions from Sony (102 patents), Apple (58 patents), and Panasonic (46 patents), in addition to contributions made by engineers from Philips, LG Electronics, Toshiba, Hitachi, Canon, INMOS/SGS Thomson (now STMicroelectronics), and Texas Instruments. Ī PCI expansion card that contains four FireWire 400 connectors.įireWire is Apple's name for the IEEE 1394 High Speed Serial Bus. USB requires a master controller whereas IEEE 1394 is cooperatively managed by the connected devices. ![]() USB was developed subsequently and gained much greater market share. FireWire is also available in Cat 5 and optical fiber versions. ![]() Power and data is carried over this cable, allowing devices with moderate power requirements to operate without a separate power supply. The copper cable used in its most common implementation can be up to 4.5 metres (15 ft) long. It is also known by the brand names i.LINK (Sony), and Lynx ( Texas Instruments). It was developed in the late 1980s and early 1990s by Apple in cooperation with a number of companies, primarily Sony and Panasonic. IEEE 1394 is an interface standard for a serial bus for high-speed communications and isochronous real-time data transfer. For other uses, see Firewire (disambiguation).Īpple (1394a/b), IEEE P1394 Working Group, Sony, Panasonic, etc. Monitors are not calibrated same, item color displayed in photos may be showing slightly different from real object."FireWire" redirects here. Please allow 0-1 inch error due to manual measurement. You can plug into the hub without removing the protective sleeve.ġ. This compact adapter is compatible with protective sleeves and compatible with any side-mounted USB C hub. Heat dissipation, effectively reducing and blocking the heat of operating the USB C hub. Extend the service life and protect your C-type port from abrasion.ĥ. It is better than using an extension cable, because the connection is unstable, and it is better to reduce the USB signal.Ĥ. Real traffic, keep function, no compromise on quality 100W power output charging, 5K video and 40Gbps data speed.ģ. ![]() Compatible with protective sleeve, compatible with any side-mounted USB C hub on the market, allowing you to plug into the hub without removing the protective sleeve.Ģ. RBB Type C USB3.0 Adapter USB C Converter Charging Transmission Interface Protection Plug Extension Adapterġ. ![]() ![]() ![]()
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![]() ![]() The backgrounds are sharp and colorful, the underwater levels are suitable for framing, and characters display terrific detail (watch the baby elephant's expression when he spots a Murky Mill rat). The elephant adds some fun new control dynamics to the mix: He sucks barrels toward him, and then throws them with his trunk! Graphics You can bounce, throw, and climb with perfect precision and without a second thought. Some cynics may have a "been there, beat that" attitude, but most folks will go ape for this must-play game. The only drawbacks to DKC3 are its extreme youthfulness (the babies make the game a little too cute at times) and its basic hop-n-bop similarity to its forerunners. If this is the SNES's swan song, then at least the great old system is going out in style. has introduced new main characters (such as Kiddy, an overgrown baby ape who bashes through floors), new supporting characters (instead of a charging rhino as in DKC2, now there's a water-spouting baby elephant), and great new details (listen when Wrinkly Kong's in the background-she's playing Super Mario 64. Repeating the successful formula seen in DKC and DKC2, developer Rare Ltd. Superb graphics and entertaining (if familiar) gameplay make DKC3 one of the best 16-bit games of the last few years. Since it's not complete, we'll see if the final version still has that Kong playability. No matter how many apes it takes to make a Donkey Kong Country sequel, one things is for sure: DKC shows that the Super NES still has what it takes to make a fun game. Since the version we saw was early, some of this might change. Of course he then gives important information. Part of the quest is to gather enough silver bear coins to purchase the shell and take it to him. For instance, one of the characters in the game, an old bear, needs a shell. The elephant in the game can suck up water and spit it at enemies as well as suck up barrels, then use them to throw at gators or bees.ĭKC3 features an item system that adds a little adventure to this action game. Some include an elephant, a spider, a parrot and a rhino. Players can also control a whole array of animals like the versions of the past allowed. The game also features new ways to get around in the Kong realm, plenty of special items and special attacking abilities. Each of them has interactive aspects like bouncing platforms or barrels that need to be used to get across a water-hole. The levels range from the insides of giant trees to the snowcapped mountains. The game boasts more than 100 hours of play counting all of the hidden areas and regular levels. The difference in this DKC is that an advanced version of the ACM technology is involved, allowing even sharper graphics to be seen on the Super NES, according to Nintendo. Hopefully she has what it takes to go up against KAOS, the Kremling leader (who's also a new addition to the sequel by the way).ĭKC 3: Dixie's Double Trouble, uses the ACM graphic technology that allows the Super NES to show graphics once thought impossible on any 16-Bit console unit (of course now with the 32-Bit machines and the upcoming 64-Bit system, most gamers are unfortunately unimpressed). Dixie, the female star of the game, was in the second installment of Donkey Kong Country. He sometimes makes cracks in floors because of his hefty size. But he's very young so we'll let it pass. Kiddy Kong is a chubby, infant ape who kind of looks a little brainless. Gamers can also play a one-player game if they don't want another player running around. Kiddy can also ride on Dixie's back but it's quite a strain on her-she practically croaks from exhaustion. Since Kiddy Kong is a large young lad, Dixie can ride on his back. Dixie's cousin), have the same cooperative antics as the duos in the previous Games-Dixie can throw Kiddy and use him to jump on to retrieve power-ups or get to higher levels. For example, the two characters, Dixie and Kiddy (Kiddy is the new ape in town. Along with those graphics is the same style of play. The new edition to the DKC series features the same style graphics (with some enhancements) that have been a hit with Super NES owners since the original game some time ago. After all there are two main characters in Donkey Kong Country 3 for the Super NES who are perfect examples of why the 16-Bit system is still around. How many gorillas does it take to make a sequel? If Nintendo has anything to do with it two seems to be the magic number. ![]() ![]() ![]() The JOAS way is for people to see all the models on offer, then queue up to book the sessions they would like to attend. I rose early next morning and sampled my first Japanese breakfast which consisted of rice and soup, quite a change from my normal peanut butter and cheese on toast! We arrived early so I could fold examples of models I’m going to teach. It’s wonderful to see the Japanese on their home ground where they can relax and stretch out a little – I begin to understand why they seem so baffled/reserved when attending a British convention – it really is a different world here. The concept of a “vegetarian called meat” prompts them to come up with a variety of puns that are way above my head. The Japanese are delighted to notice that my names sounds very like “niku”, the word for meat. Yamaguchi works his wonders and everyone is happy. The difficulty seems to be that whilst I’m more than happy with rice, noodles, a few vegetables and some tofu, the restaurants don’t consider that a proper dish and feel they would be short-changing me. Veggies are an unknown quantity in Japan, especially “proper” ones who don’t eat fish. (In the evening, we go to a Chinese restaurant where I encounter the first of many blank looks as I try to explain the concept of vegetarianism to the waiters. They have managed to get some of the “veteran” folders on board, included the talented Steven Casey, who designed the “brick” from which the house was built. Their group are still in their infancy, but seem to have a team capable of great things. The talk is partially in Japanese and highly entertaining. Matt Gardiner (gives a highly animated presentation about a project his Folding Australia group have completed, the construction of a life-size origami house. The room is a large lecture theatre with three display screens showing videos and the weekends schedule. They include Yamaguchi Makoto, Nishikawa Seiji, Maekawa Jun, Hatori Koshiro, Hojyo Takashi, Kamiya Satoshi, Kimura Yoshihisa and Komatsu Hideo, Tateishi Koichi & Miyuki Kawamura. Most of the JOAS board are present, each busy with several tasks at once. Back to the Origami Gallery House for a quick break from the sweltering humidity, then off to the convention, a 10 minute walk away. Since we are all asking for large sheets, we arrange a time later in the week to collect them. 45 minutes slips happily by until the schedule obliges us to make our minds up and place orders. The idea is to choose the paper type, then hand them in at the counter and specify how large a sheet we require. In the centre of the room are many display cases containing thousands of sheets of paper of every hue and texture. It is a plain white room, with all the walls formed from thin drawers containing paper. ![]() This is an extraordinary place, as far removed from a conventional shop as you can imagine. The splendid Sakamoto woman calls for me and we catch up with the others as the white paper shop. I sleep the sleep of the dead until around 9.30 when a phone call reminds me I should have a) had breakfast at 8 and b) should have been at the Origami Gallery House by 9.30. As an example he showed us some beautiful female forms, a dinosaur and comic duck. ![]() He showed how this software had developed to become quite a sophisticated system capable of producing patterns which, when we cut out, could be assembled into almost any shape required. The next presentation was by ? who has developed special software for use in origami. This was about an amazing exhibition they had organised where a life-size origami house was constructed using special modular bricks designed by Steven Casey. My fellow guest Jason Ku, gave a short speech then we sat down to enjoy a presentation by Matt from Folding Australia. The convention was held in the University of Tokyo and started on the Friday afternoon with General introductions and joy of joys, a 45 minute speech from yours truly! This was based round a power point presentation translated by Hatori Koshiro in which I explained about my origami philosophy, folders that I admired and a little bit of personal history. We were both very tired and had a couple of hours’ sleep before going out for a meal and of course a couple of beers! The room was full of beautiful Origami and made by folders from all around the world. We took the train into the centre of Tokyo (an hours journey) then took a taxi to the JOAS gallery House where we met Yamaguchi and his staff. The first thing that hit us as we left the plane was the amazing heat – it was just like entering a sauna bath. Dave Brill and I set off at 9:30 on Wednesday but due to the time difference and a transfer in Paris we didn’t arrive in Tokyo until 8 o’clock the next day. ![]() ![]() It helps that Thunderbow is relatively short: I plowed through the game in a few hours, before the mechanics and bright colors lost their luster.ĭuring each level, light butt-rock is pumped through your speakers while a monster truck derby announcer growls catchphrases like, “Unstoppable!" and “Mass Destruction!" This isn’t a criticism as much as it is an example of the game’s aesthetic as a whole. The levels were tough enough to give me pause - especially because players must collect bananas (three per level) to unlock content - but I never felt frustrated or stumped. The tough part is finding the chink in each level’s armor, but the execution of your Rube-Goldbergian air-strike is generally straightforward. The flipside of Thunderbow‘s precision is that it skews toward being a little too easy. With top notch visual and aural feedback, the simple act of crushing a screen full of scorpions with boulders can be very satisfying. The game rewards patience, precision, and attention to detail, and the levels are compact enough that two or three well-placed arrows will bring the whole house of cards down. With the smaller scope comes a focus on precision - lining up Monkey’s shots isn’t a matter of swiping as much as it is small, discrete adjustments, complemented by razor-sharp controls.Īs a result, player intent is never compromised - you can see exactly what you need to do, and Thunderbow provides the necessary controls to pull it off. More specifically, the levels feel smaller and more compact than the ones found in, say, Angry Birds - none of them are larger than one screen. It’s all standard stuff for the physics-slingshot genre, but Thunderbow is so refined and enjoyable that it never feels stale. at exploding barrels and supporting structures. Our primate protagonist accomplishes this by shooting a variety of ammunition - pineapples that explode like cluster bombs, bundle of mosquitoes that splinters into individual kamikaze dive-bombers, etc. Even the MMO overlay - after completing certain achievements, Monkey Quest players can collect new gear - is unintrusive, and Thunderbow seems fully-realized despite the ancillary tie-in. There are no frills here, just one monkey on a quest to squish scorpions with his thunderbow and physics-enabled exploding carrot-arrow s. ![]() ![]() That same type of restraint carries over to the game design itself. Children’s media tends to be overblown and moralistic, full of uplifting melodramas or cautionary tales, but there’s not a word of dialogue or narrative in Thunderbow, only beautifully illustrated storyboards introducing its next enemies. My favorite thing about Thunderbow (that name!) is how self-aware and understated it is (those aren’t adjectives people generally use to describe licensed games). After you beat the 30 available levels - more are, supposedly, coming soon - you can play a few bonus rounds with a girl-monkey who shoots lightning bolts out of her electric guitar-bow. ![]() The hero of the game is a nameless monkey who carries a bow-and-arrow. It would be easier to find Thunderbow distasteful if it weren’t so radical, born out of the same mid-90s fever dream that brought us anthropomorphic turtles who were also ninjas. It’s also where a giant corporation like Nickelodeon can sell us an Angry Birds clone to advertise its kid-friendly MMO, Monkey Quest. ![]() It’s a low-risk way to capitalize on experimental games like Sword & Sworcery, a place where Andreas Illiger, the one-man dev team behind Tiny Wings, can sell thousands of copies. Games like Monkey Quest: Thunderbow disrupt the feel-good media narrative we like to tell about the App Store. ![]() ![]() ![]() Who are these masked savages and what does their existence mean for the future of Isola? Guide your tribe as they attempt to escape their captors and understand what is going on!īuild homes, gather resources, cultivate technologies, and display your new god-like powers to forge the future. To find these answers, a group sets off to explore the center of the isle but is soon captured by a previously unknown indigenous tribe! ![]() Many questions still remain after the villagers managed to save the Tree of Life (Virtual Villagers 4). Guide your villagers as they attempt to convert a group of masked heathens! Virtual Villagers 5 free. Download Virtual Villagers 5: New Believers free. 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Virtual Villagers 5: New Believers is a product developed by Last Day Of Work.This site is not directly affiliated with Last Day Of Work.All trademarks, registered trademarks, product names and company names or logos mentioned herein are the property of their respective owners. ![]() ![]() ![]() Update: Added a savegame that unlocks all chars Posted on by. It seems Tomy has spent a great deal of time re-balancing this game, it feels like a true successor to the Game Cube's Gekitou Ninja Taisen 4, combat is fast and graphics are improved, which is probably pushing the wii to its limits. The game runs flawless (constant 60+ FPS) on Dolphin SVN: R 6093M ( Patched for Naruto games)įor optimal dolphin config settings please refer to this thread. Japanese Title: NARUTO ナ Hikaru & Suites blast 伝 Ninja Dou big 戦 excited! 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