#originally compiled: october 24th 2017
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@taikouvember !
Prompt: LOVE
READY?_ [a Taichi/Koushiro FST]
[ A mini Koushiro Izumi + Taichi/Koushiro (Taishiro/Taishirou) FST (fan soundtrack), interspersed between character songs and etc. + encompassing Digimon Adventure Tri’s Reboot and the potential beyond. -Or, in which Koushiro Izumi angsts way too much for his own good, but Taichi’s always there for him. ] [FULL FST CAN BE HEARD/WATCHED HERE!] – THE BEGINNING – [and so it begins] 1. Digimon Adventure Opening Theme - Butter-Fly [Wada Kouji] [+Translation] 2. Digimon Adventure OST - Adventurer ~Taichi’s Theme~ (Ver 2.) 3. Digimon Adventure OST - Digital Scratch! ~Koushiro’s Theme~ (Ver. 2) – KOUSHIRO IZUMI – [or, Koushiro’s journey to find himself + what are these mysterious “feelings”??] 4. Love Lost Elegy [Miku Hatsune] (*serious yet upbeat; “somehow I managed to escape” [that dimension], [taichi’s] “courage”, “XX” –) (*+“but you know what? I’m scared”/“I guess it’s about time for me to save you”) (*the mv here is kinda flashy but this Ib version w/out flashing is a substitute) 5. Listen To Your Heart [DHT] (*this is a classic in general, but LISTEN TO YOUR HEART, KOUSHIRO) 6. Cherish [Ai Otsuka] (*angst/creepy yet hopeful, and the flickering screens in that MV? Adv. EP 21??) (”Love is such a frightening thing / That’s why I run from it, yet chase after it”) (”If we never had the chance to meet each other, I wouldn’t be able to smile the way I do now”) (”This year, the happiest moments I’ve had were the moments I could be there next to you”) 7. Iris [The Goo Goo Dolls] (”And I don’t want the world to see me ‘cause I don’t think that they’d understand”) (”When everything’s made to be broken, I just want you to know who I am”) (”When everything feels like the movies, yeah, you’d bleed just to know you’re alive”) 8. Version Up! (Koushiro’s Digimon Adventure Character Song) [+Translation] – HOPE – [or, during Adventure’s Battle for Earth] 9. Be Yourself [Audioslave] (inspiration: this old but amazing amv) (*for both Taichi & Koushiro; but mainly Taichi) (”To be yourself is all that you can do…”) 10. Open Mind (Koushiro’s Digimon Adventure 02 Character Song) [+Translation] – DESPERATION – [or, in which Koushiro Izumi helps Taichi Yagami and co. save the world] 11. One Week (Digimon The Movie OST) [Bonus?: my oldschool af amv] 12. Digimon the Movie OST - Birth of Omegamon (*actually cover of Shouri ~Zen no Theme~ from the Adventure Japanese OST?) 13. Brave Heart (Digimon Adventure’s Evolution Theme) [Wada Kouji] [+Translation] – REBOOT – [or, in which s u f f e r i n g happens, and Tentomon is too precious for this world] 14. Vector to the Heavens [Kingdom Hearts 358/2 Days OST] (*Kokuhaku, Koushiro’s [+Taichi’s] desperations, and Tentomon) 15. Vector to the Heavens (Backwards) [Kingdom Hearts 358/2 Days OST] (*the Reboot, or everything is falling apart, and they both can’t do anything) 16. Kioku no Kakera (”Shards of Memory”) [+Translation] (Koushiro’s Digimon Adventure Tri Character Song) (*mostly for Tentomon, but–) (”Though I didn’t have enough courage, I spread my knowledge with both hands”) (”A closed wall to encourage you with the words [“Right” “I want to know” “Mistake”] written all over”) (”Even if I cry, I won’t change anything about the future made of erased words.”) – SUPPORT / TAICHI YAGAMI – [or, Taichi’s final battles and epiphanies in Tri, while they support each other] 17. Brofist [HetaOni OST] (*”I’ve always believed in Taichi-san before this, in any case.”) (”Let’s do this!!”) 18. READY?_ [The Disappearance of Haruhi Suzumiya OST] (in which Taichi (& Koushiro’s)’s goggles will probably help work miracles) 19. Yuuki wo Tsubasa ni Shite (”I’ll Turn My Courage Into Wings”) (Taichi’s Digimon Adventure Character Song) [+Translation] – TOGETHER – [or, in which they reunite, and f i n a l l y realize and admit their feelings] 20. In The Rain (Piano Cover) [Miraculous Ladybug] (*please see: image number 13 of this beautiful art set by Harrup!) (*the piece in question is sfw but nsfw warning for the art set otherwise) 21. Hey My Friend [TommyHeavenly6] (Kamikaze Girls OST) [+Translation] (”The endless dreams, reality, and such… I was caught up with the distractions.”) (”If it’s just decorative pride, I don’t need it…”) (”Hey my friend – tell me when [you notice].”) – CONCLUSION – [or, and so it ends, or, and so it begins… again] 22. Our Digital World [+Translation] 23. Butter-Fly ~Piano Ver.~ [Wada Kouji] 24. I Wish (Full Ver.) [AiM (also aka: Mimi Tachikawa’s seiyuu)] [+Translation] (*also in which Mimi cheers them on, because she def. would!) 25. Butter-Fly ~Memorial Ver.~ [Digimon Adventure Boys] 26. Aikotoba [Ayumi Miyazaki & AiM] – EPILOGUE – [or, no matter what…] 27. Utada Hikaru - First Love [Japanese ver.] (”You are always gonna be my love, Even if I fall in love with someone again sometime.” “You will always be inside my heart, There will always be a place for you only.”) 28. Utada Hikaru - First Love [English ver.] (”…And you should know, How I wish I could have never let you go. Come into my life again, oh, don’t say no.”)
#fst: ready#amv: one week#amv: in the rain#amv: love lost elegy#amv: brofist#originally posted: 2017#originally posted: oct 2017#october 25 2017#originally compiled: october 24th 2017#chai amvs#birthday#birthday month#advs#fst#fan soundtrack#taishiro fst#koutai#koutai fst#taichi#koushiro#izumi koushirou#yagami taichi#koushiro x taichi#programmer koushiro#BASIC programming language#young mes computer classes#(Inspired the title FYI along with my really great teacher)#(who was one of the VERY few that actually treated me with respect at the age I was at during the time)#amvs to make#someday
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Gigaleak, preservation, emulation and content dissemination
(la version française de cet article est disponible ici)
On November 21, 1992, the sequel to the most widespread Mega Drive title was released in both Japan and South Korea, then in the rest of the world. In spite of itself, this game made many people want to find out what had happened to all those elements that had been cut during development. A few months earlier, when Sega started to show its future hit to the press, the public got a glimpse of levels such as Hidden Palace, an area absent from the final version. This wasn't the first time such an event had occurred; other sometimes equally popular titles such as Super Mario Bros. 3 have encountered the same fate, either through press coverage or via screenshots featured on the game's box. But Sonic 2 has one point that sets it apart from most other titles, in addition to its popularity: a development version was stolen a few months before the game hit the shelves. According to Yuji Naka, programmer and figurehead of the license at the time, a cartridge was stolen at a trade show in New York. His former colleague Akinori Nishiyama, meanwhile, says Sega had been hacked. In any case, this version was marketed in markets where cartridges produced without an official license were common, before being found in 1999 on a Chinese website as a ROM. Named after the person who found the ROM, the Simon Wai prototype features an unfinished version of a level that was thought to be never playable: Hidden Palace. The popularity of the license helping, amateurs started to collect documents of all types in order to identify all the differences between the versions marketed by Sega and the numerous screenshots and other development versions found over the years.
A preview published in the October 1992 issue of the British magazine Mega. 2 of the 3 levels shown here do not appear in the final version of the game.
Since Sonic 2, a lot of development versions and design documents have found their way on the net with more or less echo and communities of amateur researchers have gathered around sites such as The Cutting Room Floor, Unseen64 or Hidden Palace. On February 23, 2008, the latter put online a thousand development versions of games produced by Sega or released on Sega consoles after buying archives disks containing the games in question, sometimes with several dozen versions per title. However, the data leakage that Nintendo is experiencing in recent months seems unparalleled in terms of volume and variety of content.
In April 2020, development versions of various episodes of Pokémon, as well as source code, development tools and graphics from intermediate versions were released. Before that, in 2018 and 2019, a development version of Pokémon Gold and Silver (the "Spaceworld 1997 demo", named after the show where it was presented), assets of Pokémon Red and Green then Pokémon Diamond and Pearl had leaked on the net. In the days that followed, other types of content appeared on 4chan: official documentation relating to a number of Nintendo consoles including the Wii, the Nintendo 64, the 64DD, the iQue Player, a technical demo produced for the Nintendo 64, source code written for Super Mario 64, Powerpoints and internal correspondence from several companies for a total of about 29,000 documents. A second batch of data began to appear on July 24th and found an echo that goes far beyond technical enthusiasts and console clone producers. A large amount of content relating to some of the most popular titles and licenses in the history of video games (Mario, Zelda, Animal Crossing, StarFox) has been put online, linked on 4chan then distributed on the rest of the Internet. Development versions of Super NES, Nintendo 64, Game Boy, Game Boy Color, Game Boy Advance games, as well as source codes, graphic assets, 3D animation tests, sound effects and uncompressed music, 2D and 3D illustrations, logos, level editors, conversations between developers, visuals for a website, documents relating to the Wii, etc.
The origins of the leak Nintendo has been the subject of several attacks in recent years. Of those that have come to light, one resulted in the leakage of information about the Switch prior to its release, another involved source codes obtained from dozens of companies, but the one that most closely corresponds to the present case - generally called the Gigaleak - was carried out in 2018 by a man named Zammis Clark, a British security researcher and former Malwarebytes employee, a company specialised in detecting and removing malicious software. In 2015, he hacked VTech's servers, revealing that the company had illegally collected the data of nearly 200,000 children. He also revealed vulnerabilities in apps from manufacturers such as Dell, Lenovo and Toshiba as well as in a tool used in UK schools and developed by Impero. In 2017, he hacked some of the Microsoft servers and stole tens of thousands of files before sharing access to these servers with others. After being arrested and released on bail, he hacked Nintendo's internal network in March 2018. In its official communication, the Japanese company only mentioned the theft of a few thousand IDs and passwords as well as access to data relating to games in development at the time. However, Ganix, the man who released the Pokémon Diamond and Pearl sprites in December 2019, explained in an interview he gave to LavaCutContent a few days later that the various leaked content relating to Pokémon (including the Spaceworld 1997 demo released in May 2018, the month Nintendo realised it had been hacked by Clark) all came from a hack done in March 2018 by a man who goes by the pseudonym "Wack0". We know since the Impero affair that Wack0 is none other than Clark's pseudonym - a letter written by Impero and addressed to Clark in 2015 links the two names. Clark had shared these files with Ganix, who decided on his own initiative to leak them in December 2019, thus betraying Clark's confidence in him. The 4chan thread with which the Gigaleak started in July 2020 seems to refer to this event by its title: "ppg leak time: fuck ganix".
Because of his profile - Clark has a form of autism and suffers from prosopagnosia, the inability to recognize and identify faces - the judge felt that he would be at too great a risk if sent to prison. He was sentenced in 2019 to a 15-month suspended prison sentence and subject to a 5-year judicial review.
The presence of files relating to the iQue Player and the BroadOn company among the leaked documents suggests that the hacker accessed BroadOn’s servers, a company founded by Wei Yen who also co-founded iQue with Nintendo. Due to the legal restrictions in effect in China from 2000 to 2015, Nintendo had to make a joint venture to enter this market and develop a variant of the Nintendo 64 - the iQue Player. BroadOn is one of Nintendo's collaborators and has developed software for the Wii as well as for the iQue Brand (which includes game consoles such as the Game Boy Advance, the DS and the 3DS).
The iQue Player (picture by Evan Amos)
While Nintendo is the main target of this leak, other companies have also been affected by the ripple effect. Among them are Capcom, Konami and M2 (which is the current holder of the rights to the Aleste series). Assets and development versions of some of their games released on Super Famicom are now in the wild. Among them are Megaman X, Super Ghouls'n Ghosts, Super Castlevania IV, Axelay, Parodius Da!, Ganbare Goemon and Super Aleste. Since the release of Collection of Mana, it is public knowledge that Nintendo keep content produced by other companies in its archives. Masaru Oyamada, producer of the Mana series, said that this compilation was made possible by Nintendo, which allowed Square-Enix to recover the various source codes of these games.
In the wake of the Gigaleak, the source code for the Xbox Unreal Championship 2 game has been put online, along with numerous design documents. Epic Games' servers had been hacked in 2011 without the identity of the visitor being revealed; it cannot be excluded that the files in question originated from this attack and that the author of the hack kept them until that day on July 30, 2020. The link between this leak and the Gigaleak is not yet certain. In such a case, it is unlikely that anyone would publicly claim responsibility for the leak.
On the authenticity of the leaked content When a console prototype, a development version of a popular game or from a major license surfaces, it is customary to take it with a pinch of salt, in case someone came up with the idea of pulling a hoax or to replenish his bank account by trying to sell a fake. In the case of the contents leaked in 2020, since Nintendo hasn't officially commented on the case despite the requests made by Vice.com and LeMonde.fr, the doubt persists and the volume of data is such that it will be difficult to authenticate everything file by file. Nevertheless, Dylan Cuthbert, former developer of Argonaut who later joined Nintendo, recognised one of the tools developed for Starfox 2. In addition, in a number of cases, developers at the company have in the past provided clues suggesting that at least some of the content is authentic. This includes some rejected designs for Yoshi from Super Mario World, already unveiled in 2017.
A sprite sheet created by Shigefumi Hino during the development of Super Mario World, one year before the game’s release.
There are also quotes from developers about the presence of Luigi in Super Mario 64 and adult Mario in Yoshi's Island (both of which were set aside during development), characters in overalls in Super Mario Kart before it was decided to set the game in the Mario universe and a circuit from Mario Kart 64 located in a city but deemed too big. The same goes for the Zelda license: Yoshiaki Koizumi said he made a polygonal version of Link as part of a prototype adaptation of Zelda II for the Super Famicom, Eiji Aonuma explained that the cycle of Majora's Mask originally lasted not three days but a week and Link's Awakening was originally thought to be an adaptation of A Link to the Past - the world map of the latter made with the engine of the former has been found. Regarding Dragonfly, one of the very first Super Famicom titles shown to the public in 1988 before being renamed Pilotwings, the different screenshots published in magazines correspond to the version that leaked. While this is not an absolute proof of its authenticity - in 2012, a fan recreated an early version of Sonic 1 using screenshots as references -, the sum of clues previously cited and the large amount of documents posted online make the hoax thesis unlikely.
This leak also contains a lot of files that are difficult to identify, mainly because the names used for the files and directories are not always very explicit and some titles had never been publicly shown before or in another form. Examples include Sleep, an unfinished mouse-playable Super Famicom game (which may have been announced under the title "Black Out" in 1992), Super Donkey, another unfinished title with a number of visual similarities to Yoshi's Island, or Link's profile sprites for which we can only make guesses. Plunging into this maze of repertories requires patience as well as certain skills. Let's take the case of a game: each game has its own CVS file (named after the software used by Nintendo). A CVS file may contain several versions of a game, like a log of its evolution: an early version, a more advanced version with some elements that differ from the final version, the final version, etc. These files are not ROMs that could be launched in an emulator in 3 clicks. You have to compile the source code of the game you want to launch first, if there is source code.
Private conversations There is one point on which the leak doesn't seem to have been publicly praised: the posting of private conversations. Since April 2020, conversations between employees from various companies (Nintendo, BroadOn, then Argonaut in July) have been circulating on the net, in particular exchanges between Argonaut employees that took place in the early 90s, when some of them came to work at Nintendo in Japan. In addition to the fact that these are private correspondence - which already poses legal and moral issues - some of the excerpts shared online highlight issues that echo recent cases involving other companies, particularly on the subject of sexism and sexual harassment. In this case, the problem is twofold: there is, of course, the harassment itself (unsolicited pornographic images), but also the fact that the subject has come up without the victims having chosen to deal with it themselves.
This case illustrates the fact that video game preservation requires a minimum of methodology and should not necessarily result in the unregulated dissemination of any content relating to the development of a game or the history of a society. On the rest of the leak, opinions are very divided. Some people welcome it unreservedly; others have a mixed or even negative opinion, with the question of preservation and its modalities itself being debated.
Preservation Video game preservation is a race against time that began years ago, but the rules to be applied are still being discussed. A part of the public considers that everything that is not yet available as a ROM or ISO on the net should be dumped and shared. In 2019, a notorious collector, owner of one of the 3 knonw copies of the arcade game Akka Arrh, claimed that someone came to his home to unknowingly dump the ROM of the game in question and put it online. This is one of the most extreme cases known (if true), but it raises another issue: does preservation necessarily have to be illegal? The ROMs of commercial games you can find on the net (excluding the official websites such as the Nintendo eShop) are copies that contravene intellectual property law, whether they are final or intermediate versions, marketed or not. As early as 1993-94, consoles such as the NES, Super NES and Mega Drive had their dedicated emulator and with them ROMs that could be found via BBS. Already at that time, there were ROMs of development versions, some of which seem to have disappeared from the net because of their low distribution. These generally come either from developers who kept cartridges, CDs or files on hard disk, or from journalists who did the same with preview versions. In both cases, it is likely that they were not supposed to keep possession of them, let alone resell them years later to individuals. The amount of money exchanged for these copies has skyrocketed over the last 20 years. What might have been worth a hundred dollars in the early 2000s is now steadily rising to over a thousand. The illegal nature of the Gigaleak is nothing new in this field, but it may have been shocking in terms of its scale and the fact that the content was not obtained through a transaction (even if what made it possible is of questionable legality).
In 1979, while Namco was conducting a location test of Galaxian in a coffee shop, the game's PCB was swapped and duplicated, making it one of the first commercial titles with a beta version that ended up in the wild even before the final (and official) version was released.
Legislation in countries such as Japan, France or the United States is not so much a hindrance to the preservation as it is to the dissemination of ROMs and ISOs. We can certainly deplore the inadequacy of state initiatives as well as the meagre budgets allocated to the preservation of video games - in 2017, during a symposium on the preservation of video game preservation held at the BNF (National Library of France), its audiovisual department confessed that the budget allocated for video games was much lower than that obtained by the film sector with an average of 5,000 to 6,000 euros per year, going up to 8,000 euros in good years. It covers the acquisition of missing games (those who fell through the cracks of legal deposit), storage costs (the room where the games and machines are kept must remain at a constant temperature), etc. But the current legislation is an obstacle to preservation mainly in special cases such as video games with child pornographic content, games that companies such as Enix sometimes published in the early 1980s in Japan.
The Game Preservation Society, an entity based in Japan, does not have the task of putting online copies of the (sometimes very rare) games that it keeps in its archives, but of preserving them. Private individuals can also call on it to make backups of titles from their collection, the purpose of a private backup being to prevent damage to the programme's storage medium (cassettes, floppy disks, CDs, etc.). This policy is sometimes met with incomprehension or even disapproval from a certain fringe of the public who tirelessly demand the games' ROMs. OK, but which games? Websites that share ROMs without the agreement of their rights holders have a definite advantage over game publishers: almost all the games released on some of the most popular consoles can be found on the net. Few publishers are able to exploit their entire catalogue on a continuous basis for reasons as diverse as lack of resources, rights problems in the event of third-party licenses, or lack of commercial interest. If you want to try out the entire Mega Drive library, either you buy the 900 or so cartridges published in the past, or you download an emulator and the corresponding ROMset, thus breaking the law. It gets even more complicated with games that were playable online or available for sale in digital form only if the relevant service has closed. Abandonware-France, a website created in 2000 where you can find thousands of PC games and video game-related magazines, has adopted a clear line excluding games that are still commercially exploited as well as those released after 2000. It's less an ideal solution than a default solution - it doesn't solve the legality issue, since the games haven't yet fallen into the public domain - but it has no impact on publishers' sales, which is still one of the surest ways to get through the bullets. Other websites have been less cautious on this point by making available content that is still commercially exploited. Due to its special status, Internet Archives makes it possible to play (but not download) thousands of old games online, including titles that are still commercially exploited (Sonic 1 for example) but with the notable exception of Nintendo games or games released on Nintendo systems. In 2016, the Japanese company took down the Nintendo Power issues that were available for download at the digital library, stating that "The unapproved use of Nintendo's intellectual property can weaken our ability to protect and preserve it, or to possibly use it for new projects”. On June 1, 2020, four book publishers sued the Internet Archive after its National Emergency Library project went online, a project with which the library lent out digitized versions of books that are still commercially available. The outcome of this lawsuit could have an impact on the fate of the site and the different types of content that can be found there.
If you're interested in development versions, having a well-stocked wallet won't be of much help as legally accessible versions are rare. Sega provided us with a few exceptions by including both the final and an intermediate version of Gunstar Heroes in "Sega Ages 2500 Series Vol. 25: Gunstar Heroes Treasure Box". Probably unintentionally, the version of Revenge of Shinobi featured in "Sega Smash Pack Volume 1" on PC is a development version. As for “Silent Hill HD Collection”, the choice to base these adaptations of Silent Hill 2 and 3 on intermediate versions (retouched for the occasion) was made by default.
Finally, there is the question of making the design documents available, which again relies largely on the good will of the publishers. In addition to the interviews and documents published on specialized sites and magazines, many artbooks including illustrations, concept art and/or excerpts from design documents have been released in Japan since the end of the 1980s, followed by the US market in the early 2000s and more recently by France. Although it is not the first representative of its category, Sonic Jam has long been a reference in terms of compilation by offering galleries of documents, information and sometimes previously unseen videos in addition to the first Mega Drive episodes. In 2002, Final Fantasy X came bundled with a making of, following in the footsteps of the movie industry Square was looking towards at the time. For the past few years, some of the games produced by Sony have been the subject of making of accompanying their release and many independent developers regularly communicate on the progress of their games, both on social networks and through their blogs. However, not all games have their own journal or post-mortem. This is where initiatives such as the one launched by the Conservatoire National du Jeu Vidéo in France take over. The latter meets with developers and development companies and requests that part of their archives be made available to the public, with varying degrees of success. Other organizations such as the Musée Bolo in Switzerland (which was given archives by former Infogrames CEO Bruno Bonnell) and Internet Archive have hosted documents of this type.
The issue of preservation is not only a public issue, as companies are (or should be) concerned as well. Apart from exceptional cases such as the Great Hanshin earthquake that destroyed part of the Konami Archives in 1995, development companies rarely communicate about the loss of documents. One of the reasons for this is that in many cases they have disposed of all or part of their archives themselves. In 2016, 2 Namco employees started the Archive Project to save 350 boxes of documents from the dumpster. The two men had to convince their company to release a budget for this project even though the latter was planning to dispose of the boxes to avoid incurring new storage costs. At Square Enix, on the other hand, some files could not be saved in time and some games' source codes were lost. In addition to the Mana series previously mentioned, we know that the source code of the PlayStation version of Final Fantasy VIII has disappeared, forcing the developers of the HD version to fall back on the code of the PC version whose music is slightly different. Same with the first episode of Kingdom Hearts; the developers of the 1.5 HD Remix version had to analyze in depth a commercial copy and recreate many assets. An example that echoes the story a developer posted in 2010 in which he explained that, as part of a port of various Midway arcade games, the editor in charge of the project was unable to get his hands on the source code of Spy Hunter, so he had to download the game's ROM in order to extract the graphics via MAME and retrieve the sound files from a fan site, among other things.
---- Interlude: source code----- Having the ROM of a game does not mean you have the source code of that game. While there are thousands of ROMs of commercial games on the net, source codes are much rarer. In 2012, Jordan Mechner released the source code for the Apple II version of Prince of Persia, which he wrote alone and for which he is the owner, even though the licensing rights now belong to Ubisoft. More unexpectedly, it was discovered in 2014 that a large part of the source code for the NeoGeo version of Art of Fighting was in a file from its adaptation on PC Engine CD. In all likelihood, the developers of this version had access to the source code of the original version, which was mistakenly included in all copies of the game. In theory, having the source code of a game facilitates its adaptation on another support since, from one version to another, one can reuse a more or less important part of it, thus reducing the workload and the development costs. The loss of a game's source code therefore greatly reduces the chances of seeing a remastered version of the game. The fallback solution when it is an old game originally released on console or arcade is to use a ROM and an emulator, as it has been done on many compilations or re-releases of arcade games since the early 2000s.
The Nintendo case The source code for several Nintendo games and systems is now available on the net. Some might see this as a public backup, but the various leaks that happened since 2018 tend to prove that Nintendo knows how to preserve its data (at least for some time) and doesn't necessarily need outside help. There are several rumours about Nintendo that have not yet been confirmed. One of them is that the source code for The Legend of Zelda: Link's Awakening has been lost, a hypothesis that arose after studying the source code for the DX version of the game, released five years later for Game Boy Color. Another rumour claims that Nintendo is downloading the ROMs for its own NES games, a rumour that found an echo in 2016 after a lecture on emulation was given at the Game Developer Conference. However, if the NES game ROMs used by Nintendo for its Virtual Console look like the ones circulating on the rest of the net, maybe it's because at least one of the persons hired by the Japanese manufacturer to dump the ROMs of its games - Tomohiro Kawase - contributed to the group (iNES) that was dumping ROMs of those same games before joining the company.
The argument that Nintendo is a temple from which nothing comes out seems somewhat exaggerated. The company's games may not have been the subject of as many artbooks as Square Enix's, which, when it doesn't lose its source codes, knows how to showcase its heritage, but it has published many documents in the past relating to series such as Mario and Zelda (which was recently the subject of a series of artbooks), has released new games or versions of new games (Starfox 2 on the Super NES Mini, the European version of Drill Dozer on the Wii U Virtual Console), not to mention the "Iwata Asks" series, which we'd like to see an equivalent in all other development companies. The sense of secrecy that some people might see in Nintendo is probably due in part to the fact that the public is more interested in it than in most of its competitors. The popularity of some of its licenses has few equivalents in the world of video games and pop culture in general. The fact that we still discover old, unreleased Nintendo games nowadays is nothing unusual; tons of games are cancelled without having had a chance to be officially announced.
On the age of the content put online Two arguments are regularly put forward to minimize the significance of the Gigaleak. According to the first one, the content in question is old and therefore less sensitive or of lesser value than if it were recent documents. This is forgetting that Nintendo has more than once taken ideas or concepts that are sometimes decades old out of its boxes. During the 2007 Game Developers Conference, Shigeru Miyamoto went back over the concept of Miis and explained that it had undergone several changes over the years, starting as a demo on the Famicom Disk System, then reappearing on Super Famicom and 64DD before finally finding its way to the Wii in 2006. The Mario series has also had its share of ideas that have been put aside then used in later episodes. The idea of straddling a mount, for example, was first suggested during the development of Super Mario Bros. 3 (1988) before being adopted in Super Mario World (1990) with Yoshi. Miyamoto had originally envisioned a horse, but he kept the idea for The Legend of Zelda: Ocarina of Time (1998). A simultaneous multiplayer mode was experimented with at the time of Super Mario Bros. 3 (1988) and will only be included in the series starting with New Super Mario Bros. Wii (2009). Finally, one of the sprites from Super Donkey bears some resemblance with one of those appearing in Super Mario Maker, by its concept.
Top: Super Donkey. Bottom: Super Mario Maker.
The second argument concerns the damage suffered by Nintendo and reveals a difference in treatment with what happened in April 2020 when a development version of The Last of Us 2 leaked a few weeks before the game's release. Messages of disapproval and support for the developers seem to have been more popular than those welcoming the leak. In the case of the Gigaleak, Nintendo has often been perceived as a big company, an abstract entity, thus obscuring the fact that its games are also the sum of the work of a group of individuals. In legal terms, unless otherwise stated, the fruit of the work produced within a company is the property of the company. On a personal level, it often happens that a developer has a particular attachment to what he produces.
Dylan Cuthbert, in response to a person asking him how he felt, a few hours after the July 24th leak.
While some developers may have been in favour of releasing development versions - Yuji Naka tried to find the prototype of the first Sonic publicly shown in June 1990 to include it in Sonic Mega Collection - or even production documents - Jordan Mechner published the journals he kept during the development of Karateka and Prince of Persia - others are less enthusiastic about making such files available. By definition, a development version is not a finished product, and while it is natural for a finished product to be made public, this is not necessarily the case with everything relating to the development process. This is not exclusive to video games: many illustrators are reluctant to show their sketches, works in progress or unfinished drawings, no matter how old theirs works are, and the same is true of writers and musicians. As with private conversations, there is the question of respect for developers and their consent. This is obviously not a small obstacle for anyone who wants to preserve and share all the documents relating to the history of video games, but it seems difficult to me to do the work of an archivist or historian (who relies on the work of developers) if it means harming some of these developers even slightly. Of course, you have to hope that as much information as possible will come out and you can work on it in different ways, but you also have to set limits on the methods you can use and not just reason in legal and/or material terms.
Consequences It is difficult to measure how much will come out of this case, as other elements may be added in the coming days or weeks. Now that the leaked content is circulating, Nintendo will have a hard time getting it off the net and can expect clones of consoles using its own source codes to be produced and marketed in certain countries.
Regarding the emulation scene, it's a bit more complicated. In 1999, source code and documents relating to the Nintendo 64 leaked from Silicon Graphic Inc, a company that produced processors for the Nintendo 64. Known as the Oman Archive, this content was used in the early days of Nintendo's system emulation, which led to quick results. But this use of an illegally obtained code subject to intellectual property law was also a liability for the emulation scene of this machine, which took years to get rid of. Most of the other emulators available online are legal since they were developed with their own code. It's to avoid breaking the law that console BIOSes often have to be downloaded separately (like the source code, BIOS are copyrighted). The appearance of the Wii source code is therefore a poisoned gift for developers of amateur emulators. It may allow them to understand how Nintendo has done this or that, but they can't reuse it even partially without breaking the law.
Nintendo has probably already apologised to Capcom, Konami and M2 whose files have also ended up on the web. As for the rest, we can only speculate. Will publishers become aware of the interest of a part of their audience in the making of their games and offer more content to satisfy this curiosity (videos from their archives, books, making of, etc.) or, on the contrary, will they lock the doors of their archives by throwing the key into a well? Will security and control on the net increase, further restricting the distribution of certain types of content, be it fan games, ROMs - two categories that Nintendo has been fighting hard against in recent years - or Youtube videos showing things that publishers would prefer not to see on the net (like, say, glitches from Animal Crossing: New Horizons)? Or maybe nothing will change.
Sources : Sonic 2 https://web.archive.org/web/20051104100754/http://xbox.gamespy.com/articles/654/654750p4.html https://info.sonicretro.org/Sonic_Team_interview_by_Kikizo_(November_30,_2005) Hidden Palace http://info.sonicretro.org/February_23,_2008_Proto_Release Pokémon Gold 1997 prototype (2018) https://twitter.com/sanquii/status/1002107775651057664 Pokémon 2019 leak https://lavacutcontent.com/pokemon-beta-leaker-statement/ https://helixchamber.com/2019/02/16/what-dreams-may-come/ April-May 2020 leak https://resetera.com/threads/the-nintendo-leak-saga-continues-biggest-nintendo-leak-in-history-full-source-code-design-files-for-wii-released-online.196683/ https://www.resetera.com/threads/the-nintendo-leak-saga-continues-biggest-nintendo-leak-in-history-full-source-code-design-files-for-wii-released-online.196683/post-32917584 https://nintendoeverything.com/nintendo-suffers-huge-leak-source-code-and-design-files-for-wii-appearing-online/ https://twitter.com/Zetsuboushitta/status/1256320740527239168 https://twitter.com/LuigiBlood/status/1256543745794879488 recent leaks: 1 Ryan Hernandez https://www.thegamer.com/man-leaked-nintendo-switch-prison-charges/ https://www.justice.gov/usao-wdwa/pr/california-man-who-hacked-nintendo-servers-steal-video-games-and-other-proprietary 2 Tillie Kottmann https://www.bleepingcomputer.com/news/security/source-code-from-dozens-of-companies-leaked-online/ 3 Zammis Clark https://www.theverge.com/2019/3/28/18286027/microsoft-nintendo-vtech-security-hack-breach-researcher-guilty https://lavacutcontent.com/pokemon-beta-leaker-statement/ Mail sent by Impero to Zammis Clark - Wack0 https://archive.org/stream/pdfy-fRcZ1TWHaDkwz-Ea/Letter%20to%20Mr%20Zammis%20A%20Clark%20dated%2013%20July%202015_djvu.txt BroadOn + iQue https://wiki.mariocube.com/index.php/IQue#BroadOn July 2020 leak https://boards.4channel.org/vp/thread/44305551/ppg-leak-time-fuck-ganix https://www.resetera.com/threads/update-super-mario-64-and-oot-source-leaked-massive-nintendo-data-leak-source-code-to-yoshis-island-a-link-to-the-past-f-zero-and-more.254724/page-62 Aleste and M2 https://twitter.com/M2_STG/status/1014031712672571393 Collection of Mana https://gameinformer.com/preview/2019/06/11/decades-in-the-making Vice, Lemonde.fr and Nintendo https://www.vice.com/en_us/article/7kp7bx/a-massive-leak-of-nintendo-source-code-is-causing-chaos-in-video-games https://www.lemonde.fr/pixels/article/2020/07/31/nintendo-ce-que-l-on-sait-de-la-fuite-supposee-de-documents-lies-aux-jeux-video_6047809_4408996.html Cuthbert and Starfox 2 https://twitter.com/dylancuthbert/status/1286789583061934080 Mario World sprite sheet https://topics.nintendo.co.jp/article/cb34ab17-9135-11e7-8cda-063b7ac45a6d Luigi in Super Mario 64 https://shmuplations.com/mario64/ Adult Mario in Yoshi's island http://shmuplations.com/yoshi/ Super Mario Kart before Mario https://twitter.com/toruzz/status/1287400639165861888 http://iwataasks.nintendo.com/interviews/#/wii/mariokart/0/0 Mario Kart 64 circuit http://shmuplations.com/mariokart64/ https://twitter.com/AeroArtwork/status/1288299965954088966?s=19 Zelda II SFC in 3D http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/1 Zelda OOT in Ganondorf's Castle https://twitter.com/AeroArtwork/status/1287524648222105607 7 day cycle in Zelda: Majora's Mask https://twitter.com/Zen64_/status/1287582698085777408 http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d/0/0 https://www.polygon.com/2015/2/18/8064257/majoras-mask-three-day-timer-week DragonFly https://www.unseen64.net/2008/04/14/pilotwings-snes-proto/ Sonic 1 fan recreation https://www.youtube.com/watch?v=oHtzXzu2BDA Argonaut https://twitter.com/corentin_lamy/status/1286932458173276161 https://www.resetera.com/threads/update-super-mario-64-and-oot-source-leaked-massive-nintendo-data-leak-source-code-to-yoshis-island-a-link-to-the-past-f-zero-and-more.254724/post-40826655 Unreal Championship 2 https://twitter.com/Sinoc229/status/1288680503801860096 https://www.ign.com/articles/2011/06/11/epic-games-website-forums-hacked Akka Arrh https://arstechnica.com/gaming/2019/04/after-a-lost-atari-rom-leaks-retro-fans-ask-was-it-stolen/ Galaxian https://www.4gamer.net/games/999/G999905/20180313040/ Firsts emulators https://emulation.miraheze.org/wiki/History_of_emulation Namco's Archive Project https://game.watch.impress.co.jp/docs/news/1205387.html Spy Hunter http://web.archive.org/web/20110925185703/http://www.ppl-pilot.com.nyud.net/mame.aspx Prince of Persia https://github.com/jmechner/Prince-of-Persia-Apple-II On the CNJV, Musée Bolo and BNF : "colloque: la conservation du patrimoine vidéoludique" (2017). Nintendo Power, Internet Archive https://www.polygon.com/2016/8/8/12405278/nintendo-power-issues-disappear-from-free-online-archive http://blog.archive.org/2020/06/01/four-commercial-publishers-filed-a-complaint-about-the-internet-archives-lending-of-digitized-books/ Nintendo ROMs https://www.resetera.com/threads/tomohiro-kawase-mightve-been-hired-by-nintendo-to-put-rom-headers-into-vc-updated-dec-1-2018.64755/ https://twitter.com/LuigiBlood/status/1045348387174977536?s=19 https://www.reddit.com/r/emulation/comments/9msl9j/update_did_nintendo_actually_download_roms_for/e7iemhb/ GDC 2016 https://www.gdcvault.com/play/1023470/-It-s-Just-Emulation The Legend of Zelda: Link's Awakening source code https://www.neogaf.com/threads/it-bothers-me-that-nintendo-keeps-ignoring-links-awakening.931702/page-2 Mii https://unseen64.net/2008/04/14/mii-nes-prototype/ https://www.nintendo.fr/Iwata-demande/Iwata-Demande-Nintendo-3DS/Vol-5-Interview-de-Miyamoto-san-a-la-veille-de-la-sortie-de-la-console/2-Faire-des-personnages-Mii-un-standard-international/2-Faire-des-personnages-Mii-un-standard-international-210297.html Yoshi and a horse https://www.nintendo.co.uk/News/2017/October/Nintendo-Classic-Mini-SNES-developer-interview-Volume-5-Super-Mario-World-and-Super-Mario-World-2-Yoshi-s-Island-1290850.html Multiplayer mode in SMB3 http://iwataasks.nintendo.com/interviews/#/wii/mario25th/2/3 Super Donkey - Mario Maker https://twitter.com/dbMisadventure/status/1286751468293414912 Dylan Cuthbert https://twitter.com/dylancuthbert/status/1286822093703622656 Sonic 1 prototype https://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/ Oman Archive https://sm64-conspiracies.fandom.com/wiki/Oman_Archive Animal Crossing: New Horizons vidéo https://www.vice.com/en_us/article/m7j7yb/nintendo-takes-down-youtube-video-of-fan-showing-animal-crossing-glitches
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Tamino-Amir Fact Sheet
Here is where I’ll be compiling a big list of things about Tamino. I’ll be gathering all of my information from interviews, videos, photos, songs, etc. It will be continuously edited and added on to as time goes on.
EARLY LIFE
His full name is Tamino-Amir Moharam Fouad.
He was born on October 24th, 1996 in Mortsel, Antwerp.
He has two first names— Tamino, after Prince Tamino in Mozart’s opera The Magic Flute, and Amir, which means “prince” in Arabic/Hebrew.
Tamino’s grandfather is Moharam Fouad, a renowned Egyptian singer and actor.
Tamino was only six when his grandfather passed away, so he didn’t get to know him personally, although he wishes he had.
His parents split up when he was just three and he lived with his mother in Belgium for his entire childhood.
His first language is Dutch although, in school, he had to learn French (and then claimed he wasn’t really good at speaking it.)
He has a younger brother named Ramy, they’re four years apart in age.
He describes that his mother was very “free” and “open-minded” and played music of all genres very often, which exposed Tamino to a lot of it.
Around eight years old, Tamino was listening to John Lennon’s “Imagine” and, for the first time, he was very interested in a song and asked who the artist was.
He wrote his first ever song when he was fourteen and it was for a girl (context clues tells me it was some cheesy love song) and it “didn’t work out.”
When he was seventeen, he moved to Amsterdam in the Netherlands to focus on music in school.
There, he had an apartment with a couple roommates (although I don’t know how many, it was briefly touched upon.)
While living in the city, he reportedly felt “alone and very confused.”
At eighteen years old, he wrote Habibi as his first official song.
CAREER
In November 2016 around twenty or nineteen years old, Tamino was invited by Belgian band Het Zesde Metaal to play a Radio 1 session. He made a good impression and was immediately picked up by the station.
In 2017, he won a musical contest being held by Studio Brussels. This was mostly the kickstart into his career. He began to have concerts shortly after.
After a performance, Radiohead’s bassist Colin Greenwood approached him and Tamino asked if they could play together, to which Colin agreed. They typically play together even in present day.
From then on, his music began picking up worldwide. Many people became fans no matter the region.
Similarly to Ramy, Tamino has been featured in some modeling.
In 2018, he fully completed and released his first album, Amir.
In 2019, he went on a tour in North America and it was his first time there.
Continuing into 2020, he has a couple of concerts in the northern part of the U.S. and some big cities in Canada, all of which were eventually canceled in March 2020 when Coronavirus became threatening.
LIKES V. DISLIKES
He dislikes being called “The New Sound of the Nile,” feeling it disrespects his grandfather. (He proposed a hypothetical situation saying “What if, in 20 years, my children get called The New Tamino?”)
If he were a crayon, he’d be a black one because he enjoys the color. (And, yes, he does acknowledge it’s not really a color.)
He’s somewhat of a philanthropist at heart, saying he’d donate most of his money (if he won the lottery) to smaller causes that truly needed it, or friends and family.
His favorite band from the 90’s is Soundgarden.
He thinks going diving is scary because of the water’s pressure on his ears (?)
His favorite Arabic word is eajib, which means “weird.”
His favorite English word is heart! Aww!
He likes sandy/earthy colors a lot. (Boy must love his neutrals/nudes.)
Prefers leather jackets over denim and believes that “there’s at least one leather jacket out there for everyone.”
Prefers sunrise over sunset.
Prefers the moon over the sun.
Prefers tea over coffee.
Prefers cookies and milk over orange juice.
PERSONALITY
(This is suspect to change, since it’s just things I personally picked up on social clues.)
He loves kids and most likely would want his own someday.
He’s very humble, can take compliments but gets very modest at times with his own success and talent.
He is very respectful! He has decent manners and will say thank you, you’re welcome, etc. a LOT.
Not the best conversationalist, especially if the question is too complicated or awkward for him to think on. (This typically only happens in English, though, as I’ve noticed he tends to open up more in Dutch. It could be a comfort or language thing, I don’t know.) Exmaples is this are him saying “and yeah,” “um,” “...” “it’s good/great/amazing.”
He is a very deep individual and seems to understand more to life than many do.
He is a romantic poet, which is an artistic, literary, musical and intellectual movement that originated in Europe toward the end of the 18th century (and didnt last long after that, but I’d still consider him a romantic.) Poetry like this pertains ideas of supernaturalism, nature, and grand emotions.
He is very welcoming of people no matter their opinions or where they come from and he enjoys seeing the unity and balance that everyone brings, especially to a concert.
He is somewhat of an introvert, usually not that active on social media and just generally a quiet person overall.
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* RE:FRESHER — A NEW ERA BEGINS! a compilation of publicly available information about kim jinwook, convex’s lead vocal & resident sunshine. updated october 2, 2019.
originally published july 24th, 2018; inspired by chungha’s post.
PRE-DEBUT ACTIVITY
MGA3 RECAP
MAY 2016 — eliminated in the semi-final, but got a decent amount of screentime due to both being mvp and switching teams. aired twice a week.
ep 1. open audition; guitar + lc9′s love sick + ( profile )
ep 2. ceo/panel audition; piano + one direction’s steal my girl
ep 3. joins team eve/sooyoung under sphere
ep 4. shown to be an emotional vocal with bts’ young forever...
ep 5. ...but a pretty lousy dancer/rapper with after school’s ah!. named mvp of his team
ep 6. mvp episode; romance-concept duet with eve. baek jiyoung named this as her favorite performance for having good ~chemistry~
ep 7. switched/stolen by team jihyun mijoo under royal
ep 8. semi-final; electric guitar + vixx lr’s beautiful liar ( band version )
TRAINEE ACTIVITIES & NETIZEN BUZZ
kept a low profile after mga3. he was not well-known as a sphere trainee, unless he happened to be recognized in the samsung commercial (or flyers + street evals + etc.).
samsung galaxy a7 ads. filmed march 2017 / aired dec 2017–may 2018
filming details / official release
also uploaded to samsung mobile’s youtube channel
became a public samsung group trainee (company unknown)
#BEINSPIRED team: decorating and playing keyboard for a rooftop party
seoul plaza festival. december 24, 2017
official post / performed show me your love and white
first public performance with sphere boys (convex lineup)
became a public sphere trainee
convex pre-debut showcase. june 30, 2018
official post / performed mansae and 20
flyer distribution and advertisement on june 29-30th
afternoon and evening shows with ~200 attendees each
identified online by rkbenjizen, and kim nahee (who knew him in person)
convex concept teaser. uploaded july 20, 2018
official release / filming details / solo (feb 12)
third set of members to be revealed
featured jinwook taking photos of royal on a walk through seoul forest
project convex. uploaded aug–sept 2018
ep 1. shown in a clip performing chaos’ 12:30
ep 2. shown in his teaser clip and recording mansae in the studio
IDOL ACTIVITY
ERA: MANSAE — ( BOYS WILL BE )
debut showcase. october 28, 2018
official post / announcement / performed 20 and mansae
hair: blonde / styling ( 20 / mansae )
music video + album. released october 29, 2018
official release / line distributions / filming details (july)
shown getting rejected in the mv by rachel (0:43); hyun (0:56); minhee (1:18); hyun (2:00)
sings on mansae and 20 (vocal unit)
photobook styling ( one / two )
promotions. continuous november 6–december 9, 2018
official schedules / calendar view
26 total mansae performances on music shows throughout the month
charity event (nov 12) — convex delivering coal briquettes to the elderly
a few minor slips in the rainy outdoor performance (nov 14)
samsung special new year’s concert. january 12, 2019 in jeju city
concert details / solo / performed mansae, 20, and mr. chu
flight from gimpo to jeju on thursday morning, and return on sunday morning — ( airport fashion )
outings with baekhyun (beach thurs afternoon), his family (restaurant thurs evening), and yien (café fri morning); otherwise, he was confined to the hotel/venue
welcome convex vlive. broadcast february 23, 2019
announcement / skills & titles masterlist / solos
title: convex’s sunshine!
personal talent: bird calling
ERA: VERY NICE — ( HEART SHAKER )
tba!
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30 Can't-Miss VR and AR Events in 2019
Virtual Reality (VR) and Augmented Reality (AR) are no longer a figment of our imaginations - they've come to life! We’ve compiled 30 events dedicated to VR and AR to keep you up to date and involved with this innovative and revolutionary technology.
Once only seen in movies or described in storybooks, technology has advanced to allow VR and AR to not only work, but to be reproduced at a commercial and consumer level. A new age has dawned where companies can now base their business models around these advanced technologies.
To keep up with the times, both consumers and businesses need to stay appraised of the last best practices. In fact, when VR and AR technologies are incorporated in events, they serve to enhance attendee experience as well.
Disclaimer: Events which have passed at the time of writing as well as unconfirmed events in 2020 are not included in this list.
A quick guide to the abbreviations:
VR - Virtual Reality
AR - Augmented Reality
MR - Mixed Reality
XR - Extended Reality (All real-and-virtual combined environment such as VR, AR and MR)
1. F8 - Facebook Developers Conference
Source: F8
Start Date: April 30, 2019
Location: San Jose, California
Description: Facebook’s annual conference dedicated to developers and entrepreneurs who build products and services around the platform.
Why You Should Attend: Mark Zuckerberg has been vocal about making Augmented Reality the next big bet for the Facebook platform. Given the acquisition of Oculus, it is no surprise that there’s a large emphasis on both VR and AR technology at Facebook’s annual F8 conference. Judging from their event registration website, F8 Summit will be filled with delightful surprises that wow the attendees. At the time of writing, the tickets have been sold out but you can still tune in to the keynote and sessions on demand via stream to get the latest scoop on all the latest technological advancements.
2. Google I/O 2019
Source: Google I/O
Start Date: May 7, 2019
Location: Mountain View, California
Description: Google’s annual developer festival brings together developers from around the globe for an immersive experience focused on exploring the next generation of tech.
Why You Should Attend: Another tech giant that has shown interest in the evolution of VR and AR technology is Google. Aside from announcing new android releases or product updates, Google’s conference is also an avenue to explore all things new in tech for the year. Similar to other conferences, you can tune in to the keynotes through online streams if you haven’t been able to get the ticket from the Google raffle system.
3. WWDC 2019 - Worldwide Developers Conference
Source: WWDC
Start Date: June 3, 2019
Location: San Jose, California
Description: Apple’s annual conference dedicated to developers and entrepreneurs who use their platform
Why You Should Attend: Aside from looking forward to new product releases from Apple, this conference is also dedicated to advancements in technology including VR and AR technology. Since the release of their AR libraries, this conference is essential to anyone interested in AR technology ever since. Keeping in mind how the AR feature on the iPhone X was a big moment in WWDC 2017, we can’t wait to see what else is in store in 2019. If you’re unable to make the actual event, you can look for online streams to be updated on all the newest updates in technology.
4. E3 2019 - Electronic Entertainment Expo
Source: E3
Start Date: June 11, 2019
Location: Los Angeles, California
Description: Famous for its releases in all things gaming related for computers, consoles, handheld and more.
Why You Should Attend: When it comes to video games for all sorts of platforms, this is the conference to attend. With many companies introducing VR and AR technology into the gaming industry, you can definitely be sure of new interactive games and functions at this year’s E3 expo in Los Angeles. Aside from the introduction of new technology, there will also be live esports tournaments, game demos and celebrities to keep this event exciting as well.
5. AWE 2019 - Augmented World Expo US & Europe
Source: AWE 2019
Start Date: May 29 (US), TBA (Europe), 2019
Location: Santa Clara, California & TBA
Description: Known as the World’s No. 1 VR and AR dedicated conference, it typically holds 3 conferences in US, Europe and Asia
Why You Should Attend: This event aims to bring together a mix of C-suite executives, designers, developers, creative agencies and futurists to learn, inspire and partner with each other for the development of all things AR and VR related. The event is returning to California for the 9th year and Europe for the 3rd. The event has also been held in China for the last 2 years but may not be hosting an event there in 2019.
6. WAVE 2019 - World AR and VR Expo and Convention
Source: WAVE 2019
Start Date: TBA
Location: Hyderabad, India
Description: Largest AR and VR Expo in India
Why You Should Attend: Besides being an expo for companies to release their new products, there is also a focus day dedicated to B2B and B2C exhibitors to interact with their target audience. Be sure to check out the new games, interact with VR and AR experts as well as purchase the most advanced interactive technologies at this event.
7. XRDC
Source: WRDC
Start Date: October 28, 2019
Location: San Francisco, California
Description: Premier conference for AR, VR and MR innovators with a focus on use cases across a broad range of industries
Why You Should Attend: Previously known as VRDC (Virtual Reality Developers Conference), the organizers have changed it to XRDC to fully encompass all forms of interactive and immersive technology for this year’s conference. With business and technology leaders from companies like Airbnb, Amazon, Song and Tencent, XRDC will feature two days of expert-led sessions and a Partners Lounge showcasing the latest technologies, tools and services across industries including entertainment, healthcare, education, industrial design and more.
8. VRST 2019 - ACM Symposium on Virtual Reality Software and Technology
Source: VRST
Start Date: November 12, 2019
Location: Sydney, Australia
Description: International Symposium for research results on mixed reality software
Why You Should Attend: Hosted by Waseda University, this symposium is being hosted for the 24th time in Tokyo, Japan. It brings together researchers and developers concerned with mixed reality software and technology to present on new research results, systems and techniques to everyone in attendance.
9. AR & VR World
Source: AR & VR World
Start Date: June 12, 2019
Location: London, United Kingdom
Description: Augmented & Virtual reality event that showcases technology and business strategies of today
Why You Should Attend: 2019 marks the third year for this annual event taking place in Europe for the enterprise-focused AR, MR and VR communities. It aims to develop a blueprint for enterprises who are thinking of utilizing AR/VR technology and to walk current users through the next stage of their application development with the goal of spearheading commercialization. For event marketers, this conference may spark ideas on how to combine AR/VR technology with their event brand. With an expected turnout of 2000+ attendees and more than half their attendees planning to acquire goods or services from at the event, you can be sure this conference/trade show will be worth attending.
10. SIGGRAPH2019
Source: SIGGRAPH2019
Start Date: July 28, 2019
Location: Los Angeles, CA
Description: An AR/VR event which focuses on computer graphics and interactive techniques
Why You Should Attend: Boasting an attendance of 15,000 attendees annually, the 45th SIGGRAPH conference is one event that has everything you need and want when it comes to anything related to computer graphics. Learn about the latest research, demo the newest technologies and be inspired by the best ideas from the brightest minds who attend this event every year.
11. Aviation Virtual and Augmented Reality Summit
Source: Aviation Report
Start Date: May 8, 2019
Location: Geneva, Switzerland
Description: An international summit for aviation professionals
Why You Should Attend: VR is set to change every industry but aviation might be most impacted. This annual summit provides airlines, aviation partners, and hardware manufacturers the opportunity to dissect the latest trends. The summit spend a great deal of its programming on the challenges of tech adoption for their field.
12. MWC - Mobile World Congress Americas
Source: MWC
Start Date: October 22, 2019
Location: Los Angeles, California
Description: International Conference on all things related to the mobile phones
Why You Should Attend: At its inaugural launch in 2017, this mega conference had 21,000+ in attendance, of which 59+% held senior-level positions. With mobile phones getting a larger penetration in our world markets, this event will serve to cover everything related to the newest apps, software and hardware for this device, including the VR and AR component which was recently introduced to the smart phones.
13. MWC - Mobile World Congress Shanghai
Source: MWC
Start Date: June 26, 2019
Location: Shanghai, China
Description: International Conference on all things related to mobile phones
Why You Should Attend: Originating from its founding conference in Barcelona, MWC Shanghai is the largest mobile phone conference in Asia. With 600+ exhibitors, 60,000+ attendees and 59 hours of conference content, this event will serve to cover everything related to the newest apps, software and hardware similar to its American counterpart (MWC Americas) but with a heavier emphasis on the Asian market.
14. VRS 2019 - Virtual Reality Strategy Conference 2019
Source: VRS
Start Date: October 16, 2019
Location: San Francisco, California
Description: VRAR’s top executive event
Why You Should Attend: VRS 2019 has different industry-themed conferences under one roof. One focuses on the big phenomenons in entertainment and while the other conference focuses on the enterprise applications of phenomena. These events typically have an amazing list of attendees from senior level and executive positions in its annual event.
15. Stereopsia
Source: Stereopsia
Start Date: December 11, 2019
Location: Brussels, Belgium
Description: A global event at the intersection of science, and culture.
Why You Should Attend: This international summit is a 3D experience for science, tech, art, and business. Now in its 10th year, Stereopsia feature the latest and greatest VR and AR products with keynote speeches from tech innovators behind the creation of many of these amazing inventions.
16. VRTO
Source: VRTO
Start Date: June 1, 2019
Location: Toronto, Canada
Description: Canada's immersive technology summit.
Why You Should Attend: The solutions-focused symposium, VRTO explores all branches of ethics, science, and humanity through immersive technologies. Although they have yet to release their 2019 speaker line up, VRTO does share their past guest lectures on YouTube so you can get a feel for what you can expect if you attend.
17. VR Days Europe
Source: VR Days
Start Date: November 13, 2019
Location: Amsterdam, Netherlands
Description: A 3-day conference that explores the past, present, and future of VR.
Why You Should Attend: VR Days Europe has exhibits on VR, AR, and mixed reality. Their activities include expert speakers, breakout sessions, and hands-on workshops. This year they plan to host over 140 guest lecturers from large, international brands so there's definitely something for everyone at this event.
18. MojoFest
Source: MojoFest
Start Date: June 6, 2019
Location: Galway, Ireland
Description: A global get-together for smartphone content creators.
Why You Should Attend: MojoFest celebrates the smartphone as a professional tool for marketing, media, and (of course) AR. Their main agenda offers tracks on visual storytelling, social media content, and an awards ceremony for those breaking ground in the world of mobile technology.
19. Gamescom
Source: Gamescom
Start Date: August 21, 2019
Location: Cologne, Germany
Description: A trade fair for gaming.
Why You Should Attend: VR and gaming will always have a symbiotic relationship. At Gamescom 2019, attendees can expect to see over 56 exhibitors from around the world showing off their latest gear, games, and software.
20. Digital Hollywood Spring
Source: Digital Hollywood
Start Date: May 21, 2019
Location: Los Angeles, California
Description: An entertainment industry conference that explores and dissects the future of the medium which includes VR.
Why You Should Attend: Digital Hollywood puts on quite a few events each year. Having been a staple in the TV/Film industry for over 25 years now, it's no surprise that this conference would be at the forefront of tech innovation in Hollywood. Check out keynote speakers from leading TV networks as well as sessions on the future of VR film and consumer experience.
21. LiveWorx
Source: LiveWorx
Start Date: June 10, 2019
Location: Boston, Massachusetts
Description: A digital transformation conference.
Why You Should Attend: LiveWorx has disruptive tech demos, tech business strategists, and edgy problem-solvers at their transformative event. In addition to AR and VR, the conference will also cover topics like robotics, IoT, and digital engineering.
22. Digital Transformation Conference
Source: Digital Transformation Conference
Start Date: March 28, 2019
Location: Boston, Massachusetts
Description: A gathering of leaders and visionaries in global tech.
Why You Should Attend: The Digital Transformation Conference brings in digital business leaders to help give insight into the evolving world of AR, VR, and the digital experience as we know it. With the inclusion of detailed case studies, real-world advice, and actionable takeaways, this event is a must-see for anyone interested in accelerating their own digital capabilities.
23. Microsoft Build
Source: Microsoft Build
Start Date: May 6, 2019
Location: Seattle, Washington
Description: A premier development conference brought to you by an industry titan.
Why You Should Attend: Learn about new and imaginative ways to unite the latest technologies with your creative vision. This is a great conference to attend if your goal is to network as Microsoft Build offers many opportunities to bond with your community over new VR, AR, and mixed reality trends.
24. VR On the Lot
Source: VR On the Lot
Start Date: October 13, 2019
Location: Los Angeles, California
Description: An official VR Society event on all things VR, AR, and Mixed Reality.
Why You Should Attend: Filmmakers and creatives are doing amazing things with VR and this event is the perfect way to get a sneak peek on what's to come in the near future. Over 1700 entertainment and production professionals are expected to rub elbows on the Paramount Studio lot for this glamorous and high tech experience.
25. VRX Europe
Source: VRX Europe
Start Date: April 10, 2019
Location: Amsterdam, Netherlands
Description: Europe's leading senior level VR and AR industry event.
Why You Should Attend: VRX Europe is the first of Amsterdam's many VR-themed events this year but it's definitely towards the top of our wish list. This premiere European event is focused on marketing and business solutions using VR that can be implemented for immediate success in any industry.
26. VR World
Source: VR World
Start Date: November 26, 2019
Location: London, England
Description: The business of AR and VR.
Why You Should Attend: Although VR World takes place over a single day, this event is jam-packed with unique opportunities. Multiple in-depth tracks paired with more than 100 industry speakers help attendees learn all the practical ways they can create, market, and distribute their digital creations.
27. IEEE VR
Source: IEEE VR
Start Date: March 23, 2019
Location: Osaka, Japan
Description: VR's top research-based event.
Why You Should Attend: Since 1993, IEEE VR has been a leading technology conference and international venue for research in and around the world of VR. And, unlike most other conferences on this list, 3D interfaces are heavily featured at this event.
28. Tribeca Film Festival
Source: Tribeca Film Festival
Start Date: April 24, 2019
Location: New York City, New York
Description: An innovative film festival that celebrates the intersection of arts and technology.
Why You Should Attend: As you can tell from some of the other events featured on this list, film and VR go together like PB&J. Two of this year's Tribeca Film Festival events center on VR. Check out Virtual Arcade and Cinema360 for cutting edge storytelling in a fully developed VR theater.
29. Laval Virtual
Source: Laval Virtual
Start Date: March 20, 2019
Location: Laval, France
Description: An immersive VR/AR conference.
Why You Should Attend: The Laval Virtual is in celebrating its 21st year as a leading international conference for VR, AR, and Mixed Reality. The main features of this event include an exhibition, conference, and awards ceremony.
30. NAB Show
Source: NAB Show
Start Date: April 6, 2019
Location: Las Vegas, Nevada
Description: A media, technology, and entertainment event.
Why You Should Attend: The NAB Show's goal is to teach attendees how to effectively create, distribute, and monetize content, including content made using VR, AR, or Mixed Reality. They offer some great resources through their event website like a podcast and a virtual guided tour of the conference itself.
Wrapping Up: A Virtual New World
As you can see, the VRAR industry is growing and technology is advancing. These events are just the gateway for you to learn more about the VRAR world. With the VRAR industry estimated to be worth $30 billion in 2020 and tech giants investing heavily in this area, 2019 might be the time for you to register for these events to keep up-to-date with the ins and outs of this promising industry.
You may also be interested in:
Top Tech Conferences in 2019
Top AI Events in 2019
Top Machine Learning Conferences in 2019
Editors Note: This post was originally published April 13, 2018 and since been updated.
from Cameron Jones Updates https://blog.bizzabo.com/ar-vr-events
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Negotiators at COP24 in Katowice have finally reached an agreement, but key points on carbon markets are still being debated.
UPDATE, December 15: International climate change negotiators announced late Saturday that they have reached an agreement at COP24 in Poland. The text charts a path forward for countries to set tougher targets for cutting greenhouse gases under the Paris climate agreement, as well as stronger transparency rules for countries in disclosing their emissions. However, nations still couldn’t reach an accord on how to use markets to limit carbon dioxide. Those discussions will continue next year. Read on for the context around these negotiations and why environmental groups, governments, and private companies were so concerned about the outcome of this conference.
An agreement between 200 nations at a major international climate change conference in Katowice, Poland, is taking longer than expected. The two-week meeting was supposed to wrap Friday. But as of Saturday, a full compilation of the Paris Agreement rulebook had been released, but a final deal still hadn’t been announced as critical details remained up for debate.
The goal of the 24th Conference of Parties (COP24) to the United Nations Framework Convention on Climate Change is to hammer out critical the details of the Paris climate agreement. Under the 2015 accord, countries set out to limit global warming to 2 degrees Celsius above preindustrial levels by 2100 at most, with a preferred target of 1.5 degrees Celsius.
However, the original pledged cuts in greenhouse gas emissions would not put the world anywhere near meeting these targets.
So the agreement included provisions for countries to meet regularly and ramp up their ambitions, all of which are voluntary. COP24 is the first time since Paris that countries are actually talking with each other about going beyond their initial commitments. That’s why this meeting is so important. That’s also why scientists and activists are pushing for even more ambitious commitments to reduce emissions in the final days of the negotiations.
“If the Paris agreement is actually going to live up to that model of voluntary bottom-up commitments, ... ongoing ratcheting down of those commitments, then it has to happen at this first moment,” said Lou Leonard, senior vice president for climate and energy at the World Wildlife Fund, by phone from Katowice. “And if it doesn’t happen at this first moment, then it will call into question whether this ratcheting will actually work.”
The outcome of the negotiations became increasingly uncertain after President Trump in 2017 announced he would withdraw the United States from the accord.
For an agreement that hinges so much on cooperation and good faith, the worry was that without the US, the world’s second-largest greenhouse gas emitter, the deal would fall apart, that other countries would weaken their ambitions or sign an agreement so full of loopholes as to be useless.
For delegates, the goal is to nail down critical details, like how to verify that countries are actually progressing in cutting greenhouse gases, creating market mechanisms to control emissions, and coming up with ways to help developing countries finance a transition to cleaner energy sources.
While we await word from #COP24, it’s worth being clear on the implications if Art 6 is left out of the decision (as looks likely). The bottom line is that countries can move ahead with international transfers even without guidance under Art 6.2 (1/4).
— Nat Keohane (@NatKeohane) December 15, 2018
It turns out countries are making some progress in tracking their emissions, but are still struggling with many of the financial issues associated with mitigating climate change. It’s yet another example of the tension between the threat of rising average temperatures and the fears of economic strain that hinder ambition in cutting greenhouse gases.
Fighting climate change is only getting harder
The literal and metaphorical backdrops of the COP24 negotiations highlight the enormousness of the challenge. Katowice is in the heart of Poland’s coal country and the conference is sponsored in part by Polish coal companies. The conference venue is literally festooned with coal.
At the global #ClimateChange convention our host, Poland, greets us with a shrine of ACTUAL coal This year the #UNFCCC event is sponsored by coal companies in a country that generates 80% of electricity from coal An insult to everyone who cares about the planet #COP24 pic.twitter.com/ng7HuWIm1Y
— James Ellsmoor (@jellsmoor) December 3, 2018
The country as a whole gets almost 80 percent of its electricity from coal, a major greenhouse gas emitter. During the negotiations, Poland’s environment minister, Marcin Korolec, who is also serving as the president of COP24, was fired from this government post (He is slated to be replaced by Maciej Grabowski, a former deputy finance minister in charge of taxing shale gas).
But it’s not just Poland that can’t quit dirty energy. Global greenhouse gas emissions reached a record high in 2018 and are accelerating higher.
That’s a huge problem given the October report from the Intergovernmental Panel on Climate Change. The special report, commissioned by the UNFCCC, focused on what it would take to limit climate change to 1.5 degrees Celsius of warming above preindustrial levels by the end of the century. The Paris climate agreement set out to limit warming to 2 degrees Celsius, with an additional target of 1.5 degrees Celsius.
The IPCC report found that it would require an unprecedented international effort, demanding technologies that are still in their infancy, and that the world may have as little as 12 years to act. That would likely require current cutting global emissions in half by 2030.
Though the United States has managed to reduce its greenhouse gas emissions while growing its economy, largely by switching from coal to natural gas, other countries have yet to satiate their appetites for dirty energy. China, for examples, emits more greenhouse gases than the United States and Europe combined, and its emissions are still growing.
Countries that need to slowdown: * China, up 4.7% [2.0–7.4%] * India, up 6.3% [4.3–8.3%] * Others (largely developing), up 1.8% [0.5–3.0%] Countries that need faster reductions: * USA, up 2.5% [0.5–4.5%] * EU, down 0.7% [-2.6–1.3%]#CarbonBudget #COP24 https://t.co/XK3W5wSapO pic.twitter.com/rT2QyJ0ggQ
— Glen Peters (@Peters_Glen) December 5, 2018
The world as a whole needs to sharply bend the emissions curve as fast as possible if the planet is to stay below 2 degrees Celsius of warming, let alone 1.5 degrees Celsius. And seven big countries, including the US, are well behind hitting the pledges they made in Paris, according to the UN Environment Program’s most recent annual “emissions gap” report.
So the agreement taking shape in Poland seems to be a mixed bag. “Some of the issues like transparency rules are going in the right direction, but market mechanism is a pretty big mess,” said Alden Meyer, director of strategy and policy for the Union of Concerned Scientists, speaking from Poland.
The first step in limiting greenhouse gases is to keep track of them and provisions on measuring and verifying carbon dioxide emissions inventories for different countries looks to be strong.
But countries are still struggling with the best way to deal with climate change around the world, whether it means deploying clean energy in their own countries, financing climate change adaptation in vulnerable regions, or pooling money to help more fossil fuel-dependent countries sever their ties to carbon-intensive energy. Some delegates, particularly those from island nations threatened by sea level rise, also want more stringent targets for greenhouse gases.
The US government is a major obstacle in climate negotiations, but not the only one
As Vox’s David Roberts has explained, the United States is undermining the success of the Paris agreement. It’s not just that Trump announced his intent to withdraw from the accord. The Trump administration has gone as far as to gleefully taunt delegates at COP24 with a panel promoting the use of more coal.
Protesters chant keep fossil fuels in the ground at Trump #COP24 event. The truth is, they provide 81% of the energy consumed in the world, a figure that has not changed in 30 years. https://t.co/703ZHy26Wx pic.twitter.com/rS2Ni7EX2q
— Amy Harder (@AmyAHarder) December 10, 2018
Unlike previous proposed international climate agreements, there’s no penalty or enforcement mechanism for breaching greenhouse gas targets. And the targets, remember, are set by countries for themselves.
Instead, the agreement hinges on peer pressure, which in turn requires countries to be open and transparent about their progress in fighting climate change.
So when the world’s second-largest carbon dioxide emitter decides not to play ball, it drastically weakens how much other countries can be shamed or prodded into limiting their emissions.
That in turn makes it more difficult to secure investments in clean energy, since the regulatory environment has become more volatile.
The US’s actions have given some cover to other countries who are less than enthralled with the prospect of cutting greenhouse gas emissions. At COP24, this manifested in a fight over how to acknowledge the findings of the recent IPCC special report on limiting warming to 1.5 degrees Celsius. A draft of the final text initially said that negotiators “welcome” the findings from more than 300 researchers.
But the US, joined by Russia, Saudi Arabia, and Kuwait, objected to the language and want the final text to “note” the IPCC report rather than “welcome” it.
“The United States was willing to note the report and express appreciation to the scientists who developed it, but not to welcome it, as that would denote endorsement of the report,” the US State Department said in a statement to the Associated Press. “As we have made clear in the IPCC and other bodies, the United States has not endorsed the findings of the report.”
More recent drafts of the agreement now say that countries “appreciate” the IPCC report.
The federal government isn’t the only representative of the United States in Poland
Because of the rules of the Paris accord, the US can’t formally withdraw until after the 2020 election. But a consortium of US companies, investors, tribes, universities, and legislators have pledged to continue cutting carbon dioxide emissions in line with their commitments under the Paris accord.
Members of the We Are Still In coalition, which represents about half of the US population, are meeting with other negotiators as they highlight their own initiatives in fighting climate change to help encourage other countries to pursue their own. California, for example, has set a target of zero net carbon emissions by 2045, deploying aggressive policies to encourage electric cars, rooftop solar power, and batteries on the power grid to store variable renewable energy.
The hope is to bypass the Trump administration’s retrenchment on climate change action. However, activists are still not content with the pace of progress. Students in Poland staged a strike at the COP24 venue on Friday, demanding that countries set tougher emissions goals for themselves.
Observers say that whatever agreement that’s forged in Poland is only a first step. After representatives take the deal back to their home countries, their governments will still have to implement the rules and report back next year at the United Nations general assembly next September. That gathering will highlight just how far apart words and actions are on climate change.
“That will be the real acid test of ambition,” Meyer said.
from Vox - All https://ift.tt/2GhShfa
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Mercedes’s The Friendly Man and The Bitter Woman and their Wicked Children
Project: The Friendly Man (#1) Project Compilation: The Gratta Town Collection Original Project Beginnings: 2011/2012 (Cherry Christmas) New Project start date: October 4th 2016 Old writing start date: 2011/2012 (Cherry Christmas) New writing start date: February 14th 2017 Writing completion date: February 16th 2017 Cover art completion date: February 27th 2017 Birthday: April 24th 2018
The Friendly Man started as an anonymous character in Cherry Christmas with no planned story or significance, but I've always wanted to elaborate on the character and his story. I always imagined The Friendly Man's story to be a sequel to Cherry Christmas, but now it is its own story and project.
You can get it here: US Store: https://www.amazon.com/dp/B07CMB1TKP CA Store: https://www.amazon.ca/dp/B07CMB1TKP UK Store: https://www.amazon.co.uk/dp/B07CMB1TKP
Summary: "The Friendly Man, The Bitter Woman and their Wicked Children" is The Friendly Man's journal--a series of strange notes that were left behind centuries ago. When summarized, the journal seems to be about a friendly man, a bitter woman and their wicked children.
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