#Software(NEC)
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nec-india · 3 months ago
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SAP S/4HANA Cloud ERP software comes as a powerful technology meant to help firms simplify their processes, increase efficiency, and get real-time insights. Although this highly advanced software solution will help many businesses, some will stand to gain the most because of their particular requirements and challenges.
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sohaibsmart · 4 months ago
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Amazon Prime Day occasion begins, gross sales up 12% in first 7 hours: Report | Firm Information
Prime Day can function a bellwether for the vacation procuring season. 3 min learn Final Up to date : Jul 17 2024 | 12:10 AM IST Amazon.com Inc.’s Prime Day gross sales rose virtually 12 per cent within the first seven hours of the occasion in contrast with the identical interval final 12 months, based on Momentum Commerce, which manages 50 manufacturers in a wide range of product…
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touchygameart-again · 1 year ago
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My Home Dream / Victor Interactive Software (1994) - NEC PC98 My Home Dream 2 / Victor Interactive Software (1995) - NEC PC98
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foone · 1 year ago
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Fucking Gorgeous FM-Towns model 2F on craigslist near me. I don't have money or the knowledge to use this thing, but god it's amazing.
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The FM Towns was a Fujitsu computer introduced in 1989 in Japan. It's built around an Intel 386, but it's not a fully PC compatible system. It ran Windows 3.x and Towns OS, which was built on top of MS-DOS and ran in 32-bit mode using an extender.
It didn't require a hard drive, booting the OS off the CD-ROM drive. It uses a custom graphics chip that's not VGA compatible, supporting sprites and overlays, with full kanji in ROM.
Audio-wise, it used a Yamaha OPN2, so it sounds much like a Sega Megadrive/Genesis.
Later systems added DOS/V (a version of MS-DOS designed for Japanese users) support, making it more like a MS-DOS computer.
There was also the FM Towns Marty, which made it into more of a console, looking less like a PC. This kept compatibility, however.
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(This is, by the way, the only console to ship with a floppy drive standard)
Anyway these machines are neat and rare, but part of why they're rare is that they didn't sell very well. They're full computers so they're pretty expensive, and the FM Towns series was getting beaten by NEC's PC98 at first and then DOS/V clones later. They just didn't have the compatibility with DOS/V software to really justify them being a viable choice over the much cheaper DOS/V clones, and they had a smaller library than the much more popular PC98 series.
Still, they're very nifty machines.
Fun fact: They're called "FM Towns", right? FM is Fujitsu Micro, but "Towns" is the codename. They were named after the physicist Charles H. Townes, who did some of the fundamental work in the development of the maser, a predecessor to the laser, for which he shared a Nobel Prize in 1964.
You'll note his name is "Townes", but the system is "Towns". Futjitsu changed the spelling so that people would pronounce it correctly, rather than potentially pronounce it "tow-nes".
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auntiealiasing · 6 months ago
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Early Texturing in Games
For the first arcade game with textures, Ridge Racer is one hell of a showing! Something like this running at 512x384 at 60FPS in '93 would only be matched when the Dreamcast released in 1998
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The first game with hardware texturing was surprisingly in the home space: The aptly-named Crash 'n Burn for the 3DO, which came out with the system a few days before Ridge Racer that October. It would be the only 3DO game released in 1993. I don't know for sure, but I have a hunch that its extremely linear gameplay suggests it might be using a system where the vertices (polygon edge points) of the track/environment are pre-calculated and used for when the system actually draws the polygons at runtime, similar to Winter Gold ('96, SNES) or the intro of Silpheed ('86, NEC PC-8801mkIISR)
The first games to use texturing period were both software-rendered DOS games: Catacomb 3D and Ultima Underworld in '91 and '92 respectively.
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Catacomb 3D is an Id Software game inspired by an early showing of Ultima Underworld at CES 1990, and it uses a software raycasting engine that would later be popularized by Wolfenstein 3D, Doom 1&2, and Duke Nukem 3D. Only the walls are textured, but hey, it was early days
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Ultima Underworld uses a software polygon renderer and is fully textured. It ended up directly inspiring Tomb Raider, and it's not hard to see why. Aside from the tiny viewport, severe texture warping and 2D objects, it's pretty comparable to King's Field 1 from '94 on the PS1!
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catpillmeowcel · 4 months ago
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Was watching a video about lost media for the Wii and the dude straight up said that Japanese people are gatekeeping information as if thats just not extremely racist.
I decided to take two seconds to do this racist' dumbfuck's job for him since he can't be assed to do any research beyond having seen a small thread about it on Twitter.
The Wii Fit Body Check Channel
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Source: Innervision (https://www.innervision.co.jp/12SP/2009_04item/boo_panasonic/repo_panasonic.html)
The Wii Fit Body Check Channel (Will be referred too as Wii Fit BCC for brevity) also known as "Wii Fit からだチェックチャンネル" (Wii Fit Karadachekku Chan'neru) was developed in around 2009 by Nintendo to be utilized with a service developed by Nippon Electric Company, Panasonic, and Hitachi.
According to this article it was a health promotion service offered to employees and their families. (Quote below, Google Translated)
NEC and NEC Mobile Link will begin offering a service that links the health promotion support service using mobile phones that was launched in December last year with "Wii Fit Body Check Channel" via the Internet to employees and families of the NEC Group from April. By using the SaaS platform provided by NEC, small-scale use is also possible, and the company aims to introduce the service in 150 cases over the next three years, including sales to outside the group.
The system allowed for people to measure themselves via the Wii Fit BCC and send the results to health guidance services and receive advice back via email.
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Source: Hitachi News Release (https://www.hitachi.co.jp/New/cnews/month/2009/01/0127.html)
According to the originally linked article, the future plan was to then use the measurement data "to create unique instruction programs for instructors and training organizations, and provide it as an ASP service."
However it seems to have potentially never made it out of its initial prototypes as according to this last sentence from the article:
Hitachi will begin prototyping the system in-house from February and will make a decision based on the results.
Some additional things
I also found this press release from NEC regarding the software. It lists the following main features (Google Translated):
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Here's Nintendo's as well however there's not much new information besides mentioning how step data from the DS game "Walking to Understand Life Rhythms DS" can also be utilized.
Hitachi's goes into a bit more detail regarding other aspects on how users would have two-way communication with instructors through the channel:
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Overall, with what we know of the software, it likely never made it to these stages of development or had any of these features implemented before quietly getting completely shelved.
Additional Sources/Articles
"Wii Fit Body Check Channel" uses Wii for remote health guidance service (Markezine)
NEC launches health promotion support service in collaboration with "Wii Fit" (NEC Press Release)
"Wii Fit Body Check Channel" developed to support specific health guidance system for Wii; electronics manufacturer to start offering to health insurance associations from April (Nintendo Press Release)
Developing a remote health guidance platform system linked to "Wii Fit" (Hitachi Press Release)
Panasonic web page showing slide show of products (I didn't see anything regarding BCC on this page but it was linked by another article so I'm putting it here for prosperity sake)
"Plissimo Sigusa" is a specific health guidance support system that can be linked to the home video game console "Wii" (Innervision, showcases a setup of channel with a balance board)
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kermakatti · 1 year ago
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I don't really feel like getting into emulating FM Towns right at this moment since a lot of old Windows, DOS and NEC PC-98 stuff are already giving me a lot headaches...
But I love the cover artworks made for Fujitsu's Free Software Collection CDs for FM Towns :3
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kudzucataclysm · 1 year ago
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megacorporations in SE
KUIPER
Kuiper is a monopolistic megacorporation that controls almost every aspect of everybody's life. Kuiper's primary business is entertainment media, the "internet", the processing of Altenium, and more recently, the space industry. Their largest source of income as of right now is Kuiper Zone, an amusement park on the Moon. The company is jointly "owned" by each and every single individual CEO of HYDRA, but Mars holds the largest assortment of shares so does most of the decision making while the other corporations vie for power amongst each other. The balance of power is extremely fragile as a result.
the members of HYDRA are:
FONTAINE INDUSTRIES
A corporation who's business primarily relies on R&D, logistics, robotics, and weapons development owned by billionaire superscientist Maya Fontaine. The company is also responsible for providing private armies for the other corporations and smaller companies as well, making it solely responsible for the security of HYDRA as a whole. Fontaine Industries also, as of right now, "owns" the presidency of DUSA.
SANGUINE PHARMACEUTICALS
Sanguine is a megacorporation who's primary business is manufacturing the entire world's supply of pharmaceutical products, from medicines to combat stimulants to illicit street drugs to simply information on each and every customer in their database; they own your blood, and everything that comes with it. They also work with Pfaffs to clone, grow, and manufacture meat in order to feed the ever growing population of Chimera on Earth.
MOONGATE SOFTWARES
The second most powerful of the megacorps due to their large role in the creation of Kuiper Zone. They primarily have a business in rocketry, computers, and electronics, aiming to one day undermine Kuiper on the market when it comes to space technology (so far to no avail).
PFAFF CORP
Typically, Pfaffs stays out of megacorp politics, choosing to focus instead on their restaurant business due to having a monopoly on food in the Americas and maintaining their massive farming/agricultural territories.
EARLY BIRD
The newest corporation on the block that's only just now starting to expand outside of the NEC, the company makes most of its money in ADP, Chimera and Martian determent, quarantine and extermination- on the side, it also makes clothes! Its the newest member of HYDRA and its position as a possible owner of Kuiper is now currently under evaluation.
POSEIDON INC
A leading megacorp in America whose primary focus is in the energy fuel industry. They specialize in fossil fuels, mining, solar energy, hydroelectricity, refineries, biofuels and chemical engineering in rivalry with Sanguine. Its current bread and butter is the hydroelectricity and biofuel industries.
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gmlocg · 1 year ago
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388.) Bomberman
Release: December 7th, 1990 | GGF: Action, Party Game, Maze | Developer(s): Hudson Soft Company, Ltd., SystemSoft Alpha Corporation, Actionamics, Hurricane | Publisher(s): Hudson Soft Company, Ltd., Ubi Soft Entertainment Software, NEC Technologies, Inc., SystemSoft | Platform(s): TurboGrafx-16 (1990), Amiga (1991), Sharp X86000 (1991), Atari ST (1990), DOS (1992)
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pixelartkid · 1 year ago
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Henk Roger in Chile
Henk Roger (actual CEO with Axeley Pajitnov of The Tetris Company), is a Game Programmer, Game Designer, various games, and Chief Executive of game companies, he arrived in Chile for Festigame 2023 on the 12 and 13 of August! I went on Saturday and I got to know him, he could sign me some Bullet Proof Software (best known as B.P.S too) games.
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Was so fantastic his interview on the main stage of FestiGames. I will tell you the trajectory of Henk Roger before and later of Tetris.
The Birth of Bullet Proof Software
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Bullet Proof Software (known as B.P.S) was an American/Japanese game Developer and Publisher founded by Henk Roger in 1983 in Japan. In the next year, the first game developed by B.P.S was Black Onyx, which was the first introduction of the RPG (Role Playing Game)/ Dungeon Crawler genre for the gamer Japanese before they developed games such as Dragon Quest (Enix), YS (Nihon Falcom) or Final Fantasy (Squaresoft).
Black Onyx had Inspiration from successful American RPGs like Ultima by Richard Garriot in 1981, and Wizardry by Andrew C. Greenberg and Robert Woodhead in 1981, obviously, those games are based on Dungeon & Dragon (a tabletop game created in 1974 by David Gygax and Dave Anderson), the original mother of all Rol Playing games.
Its development was for NEC-PC 88, NEC-PC 98, SEGA-1000 and, and had a sequel for Famicom called Super Black Onyx.
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"Black Onyx for NEC PC 88 (hardware Japanese of 8 bits)"
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"The Original Team of B.P.S during the development of Black Onyx in 1984"
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"Bullet Proof Software Office in 1984, the screenshots are of a Japanese Magazine called Beep! about videogame, 1984 which they worked on in Black Onyx's Third chapter, showed GDD and Sprite Editor that was unreleased". (source by VGDenetsu)
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B.P.S Club Ad, show the next game for PC 88 and Famicom like: -MicroGo1 (1987 developed by B.P.S for Famicom) is a Go game -Archon (they were the publisher for the PC 88/FM 77 version in 1986) -Lyrane (they were the publisher for the PC 88/FM 77 version in 1986 and 1987)
Tetris, From Russia with Love:
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I suggest you check the great documental: "From Russian with Love" created by BBC, but I will try to resume the story: Axeley Pajitnov's 1985 program Tetris his Electronika 60 in the Science Sovietic Academy of Moscu during the URRS, his creation did not have the proprietary right concept, the game was spread all over Europe. The game quickly arrived on different PCs until you reached a Computation Exposition in Europe. A man called Robert Stein from Andromeda Software was interested in Tetris, and he wanted to contact Axeley Pajitnov, but the Soviet government was awarded the game to negotiate with any wanted of getting the rights of commercialization for selling Tetris via Elorg, Ministry of Technology of the government.
Elorg sent the first step for negotiating to Robert Stein, but him believed that was a contract for the right of commercialization, he started selling the rights commercialization to Mirror Soft (a British Company created by the Multibilionaire Robert Maxwell), This company sold the rights to Spectrum Holobyte (game developer and Publisher in the USA) that this sold the rights to Atari Tengen (for Arcade and Console) and finally Atari Tengen sold the rights to Henk Roger from Bullet Proof Software for can sell Tetris for Famicom, during a CES of 1987.
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"This was the first version of Tetris for Famicom released in 1987, that didn't same NES version released in 1989 was developed by Nintendo Japan". But Elorg didn´t know about the commercialization of Tetris in anything platform until 1988, when they saw the different Tetris versions on PC. Elorg contacted Robert Stein because he traded the rights without Elorg's permission., while Mirror Soft at the same time they wanted the rights to Tetris, and Henk Roger was contacted by Hiroshi Yamauchi because Nintendo they worked on a new Console Portable: Game Boy. Henk Roger, Robert Stein, and Kevin Maxwell made a trip to URRS, to negotiate the complete rights of Tetris, without knowing each one traveled with the same intention, was a legal fight and very bureaucratic, and this scaled to the KGB, Kremlin, and finally to the Mijain Gorbachov, but Henk Roger got the exclusive rights for develop and sell the game for Game Boy and VideoGame Home Console. With the rights to the Video Game Home Console, They can stop and cancel the version of Atari Tengen for NES, obviously, Atari demanded Nintendo in a Legal Trial for the rights to sell the Home Console (at this moment ATARI made a re-engineer inverse to the NES for manufacture own NES Cartridge without permission of Nintendo they had another legal trial).
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In 1989, Tetris was sold with the release of the Game Boy, which was developed by Bullet Proof Sofware, It was a success for Nintendo and BPS, but Axeley Pajitnov at all times earned nothing from the profits of his creation, Elorg and URRS kept the profits until 1996 when Russia change to the capitalist system and rights of creation were delivered for his creator.
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Axeley Pajitnov, Henk Roger and Hiroshi Yamauchi (President of Nintendo Kyoto in 1989)
Testris and the Friendship:
Axeley Pajitnov wanted to work as a Game designer and work in the game industry, and his best friend could help. Bullet Proof Software since 1989, opened a filial of development in Redmond Washington (very near the Nintendo of America office), Axeley Pajitnov could exit to the URRS, and traveled to the United States with his family. His first work in B.P.S was: - WellTris - FaceTris - HaTris - Knight Moves - PipeDream ( based on the PC game of Lucas Film Game) - Yoshi Cookies (based on an unreleased arcade game of HomeData) Later Pajitnov worked at Microsoft and in 1996 he founded with Henk Roger, The Tetris Company.
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"Hatris and PipeDream was the next game designed by Axeley Pajitnov after Tetris, Facetris & Welltris"
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"An article from 1990 by GamePro Magazine (Review of Hatris & Pipe Dreams Puzzle Games for Game Boy)"
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"Club Nintendo Magazine, CES of 1993"
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"Ads of some Game of Bullet Proof Software".
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archonedd · 2 years ago
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A journey through Sega's marketing machine with the power of the cassette
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I know, I know, a bit of a wild stretch to start this blog off without some proper introduction. Hi. I'm archonedd / Nobusuke, and I'm an avid (at the time of publication) 23 year old Sega (and Sonic) nut.
After mercilessly mocking cassettes as some old fad throughout the elementary and high school years as the world started gravitating more and more towards online streaming, I picked up a cassette player in early 2017 no doubt due to the hype surrounding a cassette that Star-Lord was seen playing on repeat on one of the Guardians of the Galaxy movies. Along with said cassette player, came a Type 1 cassette tape to play. It changed my music experience in ways I'd never imagined, and I even tried substituting my CD-based boombox with one of these and needless to say the equipment left a lot to be desired.
It turns out that modern cassette players just don't have the quality mechanisms that legacy cassette decks used to have, and the number of new cassette-enabled devices seem to be dwindling globally as time goes on. Not to mention, most people's recollections of cassettes seems to border towards "listening to a crappy stream from the car's radio" to "only listening to a film's vision of what cassettes or any other vintage audio format used to sound like".
It sure took a YouTube channel like Techmoan and Retro Core AV as well as several others where my outlook on cassettes (and several vintage audio formats) began to change a little as I learned more about the different types of cassettes, and how cassettes can sound a lot like or even close to a properly mastered CD if given the right budget and expectations. So imagine my surprise when I heard almost 5 years later that Sega even started using distributing cassettes dubbed "Sega Forever Volume 1". My initial reaction was - "Wait a minute. What??"
What is this tape about?
Basically the idea of this was to serve as a promotional item sent out to various YouTubers and Sega-centric content creators prior to the launch of the "SEGA Forever" service on mobile devices. The tracks on these are basically taken from popular arcade and Mega Drive/Genesis titles, some of which are still remembered to this day.
The most remembered ones include the arcade BGM to Space Harrier and Outrun, as well as those from Mega Drive standout classics like Phantasy Star 2, Shining Force 2, and even Vectorman (a Blue Sky Software effort) gets a special shoutout though only Terraport from that game gets represented. Overall, there are 12 songs spread into two sides of six.
The strange thing is some of the Sega arcade titles even got console ports on non-Sega systems usually through third parties like Sunsoft and NEC Avenue.
Here is the complete tracklist in case you may not remember.
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For the lucky 512 or so content creators lucky enough to receive this retro blast, the package even included a biro pen just in case your cassette player somehow "ate the tape" and you're on the task to spool the tape back in. You, know, like the old days where cassette enjoyers did it. I personally do not have such a strong nostalgic connection, but I just found it interesting to mention.
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What are the technical specifications?
There are four types of cassettes sold throughout the market during the continuing lifespan of these audio wonders.
Type 1 refers to a general cassette you are most likely to buy today. This is known as a "Ferric" tape.
Type 2 known as "Chrome" is a step up from Type 1. While it is a general step up from Type 1 tapes, in the end, quality Type I cassettes have higher midrange MOL than most Type II tapes, slow and gentle MOL roll-off at low frequencies, but less treble headroom than Type II.
Type 3 "Ferrichrome" doesn't really exist anymore as far as I can tell.
Type 4 is the supreme stuff. These are called "Metal" tapes. To play such a high-class tape, your deck or player would have to be rated for metal tape playback. Something that today's modern tapes aren't quite capable of playing now, or at least I don't think so.
It seems more likely that Sega Forever Volume 1 cassette is a Type 1 metal tape with no noise reduction to speak of. These days, Dolby noise reduction may be no more, but substitutes such as DDi Codec will be able to alleviate that.
Sega Forever....
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Let's talk about Sega Forever. Sega Forever was a then-new initiative to get its best retro games available for a mobile audience that's still going today. Very similar to what they are already doing with Sega Mega Drive Classics on multiplatform experiences via PC, PS4 and XBOX. This cassette was to coincide with the launch of the Sega Forever platform on smartphone on 21 June 2017, with the initial lineup being Altered Beast/Jyuohki, Comix Zone, Chameleon Kid, Sonic the Hedgehog 1 and Phantasy Star II.
Unfortunately it had a somewhat rocky launch. With the exception of the rebooted Sega Forever Sonic the Hedgehog mobile conversion handled by Stealth (the same guy that demoed what Sonic could look like on the GBA compared to the half-baked effort Sega of America pumped out in 2006), almost the entirety of the selection ran poorly despite modern hardware enhancements. It seemed to be a middleware problem as Sega reportedly failed to reach an agreement with the people behind the Retroarch project, instead settling for a Unity-based emulation solution.
Since then, Sega have upped the quality of the emulation for the smartphones of our time.
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researchcompany · 2 days ago
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Cold Chain Rfid Market Overview, Size, Share, Trend and Forecast to 2033 | Market Strides
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postgamecontent · 7 days ago
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Fantasy Zone (TG-16 Mini)
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Didn't I just play this? While the Mega Drive Mini 2 offers a brand-new port of Fantasy Zone to the Mega Drive, the PC Engine/TurboGrafx-16 Mini has a contemporary port to offer. Back in the earlier days of the console business, it wasn't terribly odd to see a hardware manufacturer's games pop up on competing consoles. I guess we've come full circle there, haven't we? For its part, SEGA licensed several of its arcade games to NEC to port to its console. The first fruit of that agreement was Fantasy Zone, but we'll be seeing another one before long.
In terms of gameplay, this is a fairly competent version of Fantasy Zone. Zip around the level, blow up enemy spawners, take on a boss, then head to the next stage. Gather coins and use them at the shop to buy power-ups, but don't get hit because you lose everything when you die. Some power-ups only last a certain amount of time, too. And each time you buy them, they get more expensive. Well, that's about how it works. It's tough, so don't let the cute appearance lull you into false security.
Speaking of the appearance, that's where this version of Fantasy Zone misses the mark a bit. The colors don't look right, the music sounds almost unpleasant, and the sound effects have been changed as well. Some sound effects aren't present at all, in fact. With a game with a presentation as iconic as Fantasy Zone's, these differences are disappointing. The considerably less powerful Master System port feels more faithful overall in this regard. I don't think players back in the day would have cared too much about all of this. The game still looks and sounds good enough even if it isn't fully accurate, and it plays great. Sure, Fantasy Zone was a couple years old even by the time this port hit the Japanese market, but it wasn't old enough to feel stale. A PC Engine owner would have had fun with this in 1988, I think.
Have I mentioned yet that M2 handled the software side of things for this mini-console? This is an opportune time to do so. M2 loves to go above and beyond the assigned task when it can, and it has an affinity for certain games. One of those games is Fantasy Zone, and I imagine the team was licking their chops at the prospect of fixing this port up. Enter the "Near Arcade Version", accessible by holding Select as you choose the game from the Mini's carousel. This version plays the same as the original, and that's fine. That was never the issue. But it looks and sounds considerably more accurate to the source, offering an experience that is, well, near to the arcade. That's a really nifty extra, and this isn't the last time we'll see it.
I think Fantasy Zone being included in this mini-console's selection of games owes a lot to M2 being behind it, along with perhaps some quid pro quo with SEGA for its mini. It's not a game most would immediately think of or associate with the PC Engine/TurboGrafx-16. But it is another quality shooter in a collection that has plenty, and the addition of the Near Arcade Version alone helps this earn its spot.
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aitoolswhitehattoolbox · 10 days ago
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Lead Software Engineer / Senior Software Engineer - .Net Fullstack
Company DescriptionNEC Software Solutions (India)On 1st July 2021, Rave Technologies became NEC Software Solutions India. This change brought us under the global NEC Corporation brand. We are proud to be part of an organisation with 122 years of experience in evolution with technology and innovation.We have more than 30 years of experience in providing end to end IT services across the globe and…
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srvmndl9217 · 19 days ago
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The 4 Most Popular Cycling Analytics Software
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riya2510 · 20 days ago
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Digital Identity Solutions Industry Report: Global Market Manufacturers, Outlook and Growth till forecast
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Digital Identity Solutions Market Information
The Digital Identity Solutions Market Report provides essential insights for business strategists, offering a comprehensive overview of industry trends and growth projections. It includes detailed historical and future data on costs, revenues, supply, and demand, where applicable. The report features an in-depth analysis of the value chain and distributor networks.
Employing various analytical techniques such as SWOT analysis, Porter’s Five Forces analysis, and feasibility studies, the report offers a thorough understanding of competitive dynamics, the risk of substitutes and new entrants, and identifies strengths, challenges, and business opportunities. This detailed assessment covers current patterns, driving factors, limitations, emerging developments, and high-growth areas, aiding stakeholders in making informed strategic decisions based on both current and future market trends. Additionally, the report includes an examination of the Automatic Rising Arm Barriers sector and its key opportunities.
According to Straits Research, the global Digital Identity Solutions market size was valued at USD 25 Billion in 2021. It is projected to reach from USD XX Billion in 2022 to USD 116.07 Billion by 2030, growing at a CAGR of 18.6% during the forecast period (2022–2030).
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TOP Key Industry Players of the Digital Identity Solutions Market
NEC
Samsung SDS
Thales Group
GBG PLC
Telus Corp.
IDEMIA
Tessi
ForgeRock
Jumio
Refinitiv
Duo Security (Cisco)
AU10TIX
Imageware Systems
Verisec
Vintegris Tech
Smartmatic
Syntizen
IBM
RaulWalter
Global Digital Identity Solutions Market: Segmentation
As a result of the Digital Identity Solutions market segmentation, the market is divided into sub-segments based on product type, application, as well as regional and country-level forecasts. 
By offerings
Solutions
Hardware
Software
Services
By Solution Type
Identity Verification
Single-factor Authentication
Multi-factor Authentication
Authentication
Identity Lifecycle Management
Other Solution Types
By Identity Type
Biometric
Fingerprint Recognition
Facial Recognition
Iris Recognition
Voice Recognition
Palm/Hand Recognition
Others
Non- biometric
By Organization Size
Small and Medium-Sized Enterprises
Large Enterprises
By Industry Vertical
BFSI
Retail
Government and Defence
Healthcare
IT and Telecommunication
Energy and Utilities
e-commerce
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Reasons for Buying This Report:
Provides an analysis of the evolving competitive landscape of the Automatic Rising Arm Barriers market.
Offers analytical insights and strategic planning guidance to support informed business decisions.
Highlights key market dynamics, including drivers, restraints, emerging trends, developments, and opportunities.
Includes market estimates by region and profiles of various industry stakeholders.
Aids in understanding critical market segments.
Delivers extensive data on trends that could impact market growth.
Research Methodology:
Utilizes a robust methodology involving data triangulation with top-down and bottom-up approaches.
Validates market estimates through primary research with key stakeholders.
Estimates market size and forecasts for different segments at global, regional, and country levels using reliable published sources and stakeholder interviews.
About Straits Research
Straits Research is dedicated to providing businesses with the highest quality market research services. With a team of experienced researchers and analysts, we strive to deliver insightful and actionable data that helps our clients make informed decisions about their industry and market. Our customized approach allows us to tailor our research to each client's specific needs and goals, ensuring that they receive the most relevant and valuable insights.
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