Question:

# What happens if you cross the streams?

## Like the movie, you can cross the streams for few seconds. In single player mode, it's kind of had to do, but you get knocked down and take some damage. This can be bad if you are already hurt. In mltiplayer mode it will end the game.

The Wii Remote also features an expansion port at the bottom which allows various functional attachments to be added. The connector, and any accessories that attach to it, use a 400 kHz I²C protocol. This expandability is similar to that available with the port on the Nintendo 64 controller. A female connector is found on Wii remotes while expansions use a male connector.
The Nunchuk (model number RVL-004) is the first attachment Nintendo revealed for the Wii Remote at the 2005 Tokyo Game Show. It connects to the Wii Remote via a cord that is about 3.5 to 4 feet (1 ~ 1.2 m) long. Its appearance when attached resembles the nunchaku, hence the name. It features an analog stick similar to the one found on the GameCube controller and two trigger buttons (a last-minute modification changed the two triggers to one trigger and a "C" button, as described below). It works in tandem with the main controller in many games. Like the Wii Remote, the Nunchuk also provides a three-axis accelerometer for motion-sensing and tilting, but without a speaker, a rumble function, or a pointer function. The Nunchuk's accelerometer is an STMicroelectronics LIS3L02AL. One Nunchuk comes bundled with the Wii console. Additional Wii Remote units are sold separately without the Nunchuk. The two shoulder buttons, formerly named Z1 and Z2 respectively, had been reshaped and renamed since the Game Developers Conference. The circular top shoulder button, now called C, is much smaller than the lower rectangular shoulder button, now called Z. The body of the Nunchuk measures 113 mm (4.4 in) long, 38 mm (1.5 in) wide, and 37 mm (1.5 in) thick. The connection port was also larger. The Nunchuk can be connected to any microcontroller capable of I²C (e.g. Arduino's Atmel AVR), where the accelerometer, joystick and buttons data may be accessed. Todbot has created the Wiichuck, an adapter to facilitate connecting the Nunchuk to an Arduino board. In 2008, wireless Nunchuks became available from one or more][ third party providers, eliminating the cord that links the Wii Remote with the Nunchuk.
There are two versions of the Classic Controller, the original Classic Controller and the Classic Controller Pro. At the 2006 Electronic Entertainment Expo, Nintendo introduced the Classic Controller, which plugs into the Wii Remote via a cord in a similar fashion to the Nunchuk. Unlike most accessories, the Classic Controller largely usurps the Remote's functionality, with the Remote's buttons duplicated on the Controller. The Remote is used primarily as a wireless transmitter for the Controller and where applicable retains its pointing-device functionality. The Classic Controller is reminiscent of the controller for the Super Nintendo Entertainment System, being the same size and having the A, B, X, Y, L and R buttons and directional pad in the same location. It also contains two analog sticks and two extra shoulder buttons used to replicate additional components found on the Nintendo GameCube controller. The controller is primarily used for Virtual Console titles, with several titles requiring either the Classic or GameCube controller to play, being optimized for the Classic Controller. Several retail Wii titles are also compatible with the controller to allow for a more traditional control scheme.
The Wii MotionPlus is an expansion device that allows the Wii Remote to more accurately capture complex motion. Incorporated with a custom version of the Wii Remote Jacket, the Wii MotionPlus affixes directly to the Wii Remote expansion port, extending the length of the controller body by approximately inches (3.8 cm). The Wii MotionPlus uses a Tuning fork gyroscope, which supplements the accelerometer and Sensor Bar capabilities of the Wii Remote, enabling controller motions to be rendered identically on the screen in real time, according to Nintendo. It is sold individually, as well as released in bundles with some MotionPlus compatible games such as Nintendo's Wii Sports Resort and "Red Steel 2" from Ubisoft. Black Wii Remotes bundled with the MotionPlus add-on were released in Europe in November 2009.
The Wii Vitality Sensor is a fingertip pulse oximeter sensor that connects through the Wii Remote. According to Nintendo, the device "will initially sense the user's pulse and a number of other signals being transmitted by their bodies, and will then provide information to the users about the body’s inner world." The Wii Vitality Sensor was announced by President and CEO Satoru Iwata at Nintendo's E3 2009 media briefing on June 2, 2009. No specific applications were revealed for the device, but when presenting the device Iwata suggested that video games may soon be used for relaxation. According to Nintendo of America president Reggie Fils-Aime, more details concerning the Wii Vitality Sensor were to be showcased during E3 2010, although no mention of the device occurred. Reggie told GameTrailers, "(E3) was not the kind of environment for a game based on relaxation", mentioning they are saving news on the device for another time and place. At E3 2010, Ubisoft introduced their own pulse oximeter sensor, "Innergy". However, at E3 2011, Nintendo announced more about the Wii Vitality Sensor. Shigeru Miyamoto said that the Wii Vitality Sensor has a difficult time performing consistently across a variety of situations but still may be released.
On July 5, 2013, Satoru Iwata disclosed that the Wii Vitality Sensor project had been cancelled due to its lack of widespread compatibility, only working on 90 out of 100 people it was tested on. Iwata also mentioned the possibility of returning to the project in the future, when the technology allows for at least a 999 out of 1000 success rate. The Wii Zapper is a gun shell accessory for the Wii Remote. As shown in the image, the shell receives both the Wii Remote and Nunchuk, and contains a trigger that actuates the Wii Remote's B button; all other buttons are still accessible while the remote and Nunchuk are in the shell. The name is a reference to the NES Zapper light gun for the Nintendo Entertainment System. According to an interview with Shigeru Miyamoto, the idea of a Zapper-type expansion formed when the Wii Remote was first created. He expressed that "What we found is that the reason we wanted to have a Zapper is when you hold a Wii Remote, it can be difficult for some people to keep a steady hand. And holding your arm out like that can get your arm somewhat tired." The Zapper is useful for most games primarily involving gun-style weapons, such as light gun shooters, first-person shooters, and third-person shooter.
A Wii Wheel accessory comes packaged with Mario Kart Wii and later Sonic & Sega All-Stars Racing. A button which triggers the Wii Remote's "B" button protrudes from the back of the Wii Wheel; however, the wheel itself adds no functionality beyond ergonomics. The wheel has a large, encircled Wii logo at the back's middle, although this has no function. The Wii Wheel has a hole on the right side in the back to allow use of the wrist strap while the Wii Remote is attached to the accessory, and to make removing the remote from the wheel easier. The user is also able to use the pointing function of the Wii Remote while it is in the peripheral through a hole on the left. The Wii Wheel can be used for games that share a sideways steering control configuration. The Wii Wheel competes with Microsoft's Xbox 360 Wireless Racing Wheel and Logitech's Driving Force GT as part of the seventh generation of racing wheels. A special gold version of the Wii Wheel was given as a Platinum Status Gift to Japanese Club Nintendo Members, and was also available to European Club Nintendo Members for 4000 stars. One Wii Wheel is packaged with Mario Kart Wii, but more can be bought separately. is also optionally packaged with a Wii Wheel, and F1 2009 comes with a modified version of the Wii wheel, shaped like the wheel used in Formula One cars.
Since the release of the Wii console, many aesthetic, ergonomic, and functional accessories have been developed for the Wii Remote by third parties. Since the release of the Wii console, people have been exploring different new ways in which to use the Wii Remote. Many third-party applications are currently in development through Wii homebrew. One popular Windows program called GlovePIE allows the Wii Remote to be used on a personal computer to emulate a keyboard, mouse or joystick. Connecting the Wii Remote to a personal computer is done via a Bluetooth connection. The Bluetooth program BlueSoleil has been proven to successfully connect a Wii Remote to a PC. Still another program (like GlovePIE) is needed to utilize the Wii Remote's protocol and to use the data it offers. The Wii Remote Bluetooth protocol can be implemented on other devices including cell phones, which often have poor usability with games. Two students have demonstrated this concept by creating a driver software that has the capability to connect the Wii Remote to a Symbian smartphone. The idea behind this driver is that a mobile phone with a TV-out port can replace the game console. Programmer Johnny Lee has posted video demos and sample code at his website related to the use of the Wii Remote for finger tracking, low-cost multipoint interactive whiteboards, and head tracking for desktop VR displays. This was the subject for his presentation at the prestigious TED conference, where he demonstrated several such applications. The WiimoteProject forum has become the discussion, support and sharing site for Lee's Wii Remote projects and other newer developments. Studies have also been conducted to use the Wii Remote as a practice method to fine-tune surgeons' hand motions. Utilizing DarwiinRemote, researchers at the University of Memphis have adapted the Wii Remote for data collection in cognitive psychology experiments. Autodesk has released a plugin that allows the Wii Remote to control orientation of 3D models in Autodesk Design Review.
Overall reception to the Wii Remote has changed over time. The control styles provided by the controller were met with praise at its first public exhibition at E3. Since then, comments have been noted by the press on its functionality. Matt Wales of IGN UK highlighted the aiming and precision of Red Steel and stated "Taking down swathes of enemies with nothing more than a twitch of the wrist proves immensely satisfying and, more importantly, incredibly involving." Nintendo Power listed the Wii Remote as an innovative controller, citing it as innovative for several firsts, including the first use of motion control, the first built-in speaker, and the first Infrared Pointer. This is incorrect, however; the first video game controller to make use of motion sensitivity was Le Stick for the Atari 2600 and Commodore 64, manufactured by Datasoft Inc, and released in 1981. Other publications have noted specific complaints regarding control. GameSpot expressed that some motions in Cooking Mama: Cook Off failed to transmit or meet expectation during gameplay. Similar observations were made on other titles made available during the Wii launch period. ComputerAndVideoGames.com reported that "Most prominent is the first batch of games, many of which do a better job at exposing the obstacles of full motion control, rather than the benefits... Need For Speed...is near unplayable, Far Cry got it all wrong, and the motion control in Marvel: Ultimate Alliance just feels tacked on." The overall situation was described by Joystiq thus: "Over the months since launch, the unpredictable Wii Remote has led to a maddening dichotomy. Some games are too easy, while others are too hard – for all the wrong reasons...Gamers who crave a deeper challenge have to settle for battling incomprehensible controls." Critics felt that fault was largely attributed to the developers' lack of experience with the Wii Remote. Jeremy Parish of the magazine Electronic Gaming Monthly compared the initial phase of control implementation to that of the Nintendo DS. Matt Casamassina of IGN also presumed that the first generation of Wii games were of an experimental stage and that potential for refinement had yet to be exploited. Later-released titles have seen mixed reactions in terms of control. Of Tiger Woods PGA Tour 07 from Electronic Arts, Matthew Kato of Game Informer stated that the controller "has a hard time detecting your backswing. Thus, it’s harder to control. There were even times the game putted for me by accident." A GamePro review for Medal of Honor: Vanguard offers that the title "is an encouraging sign that developers are finally starting to work out the kinks and quirks of the Wii Remote." First- and second-party titles have produced more favorable utilization of the Wii Remote's unique capabilities. Metroid Prime 3: Corruption, in particular, was nearly universally praised for its unique control scheme, which is seen as being unrivaled by any other console game. Corruption utilizes the Nunchuk for strafing and the infrared pointing capability of the Wii Remote for turning and special "gestures", which are used to select visors. Other Nintendo titles take a more minimalist approach, using mostly the pointer and buttons only, as with Big Brain Academy: Wii Degree, or use the controller in a sideways configuration to resemble an Nintendo Entertainment System controller while de-emphasizing more advanced capabilities, as seen in Super Paper Mario. The Wii Remote and Nunchuk combined to sell over 8.5 million units in the United States, and took the top two spots in video game accessories sales in 2006. In the U.S., the Nunchuk was the best-selling video game hardware for January 2008, with 375,000 units sold, in a month where the Wii was the best-selling console with 274,000 units sold.
A transverse mode of a beam of electromagnetic radiation is a particular electromagnetic field pattern of radiation measured in a plane perpendicular (i.e., transverse) to the propagation direction of the beam. Transverse modes occur in radio waves and microwaves confined to a waveguide, and also in light waves in an optical fiber and in a laser's optical resonator. Transverse modes occur because of boundary conditions imposed on the wave by the waveguide. For example, a radio wave in a hollow metal waveguide must have zero tangential electric field amplitude at the walls of the waveguide, so the transverse pattern of the electric field of waves is restricted to those that fit between the walls. For this reason, the modes supported by a waveguide are quantized. The allowed modes can be found by solving Maxwell's equations for the boundary conditions of a given waveguide. Transverse modes are classified into different types: In rectangular waveguides, rectangular mode numbers are designated by two suffix numbers attached to the mode type, such as TEmn, where m is the number of half-wavelengths across the width of the waveguide and n is the number of half-wavelengths across the height of the waveguide. In circular waveguides, circular modes exist and here m is the number of half-wavelengths along a half-circumference and n is the number of half-wavelengths along a radius. Modes of hollow metallic waveguides filled with a homogeneous, isotropic material are TE or TM. Light travelling in an optical fiber or other dielectric waveguide forms hybrid-type modes. The fiber modes are usually referred to as LP (linear polarization) modes, which refers to a scalar approximation for the field solution, treating it as if it contains only one transverse field component (this is accurate because of the low refractive index contrast in typical fibers, the transverse electromagnetic (TEM) type. Optical resonators exhibit linearly polarized TEM modes. In a laser with cylindrical symmetry, the transverse mode patterns are described by a combination of a Gaussian beam profile with a Laguerre polynomial. The modes are denoted TEMpl where p and l are integers labeling the radial and angular mode orders, respectively. The intensity at a point r,φ (in polar coordinates) from the centre of the mode is given by: where ρ = 2r2/w2, and Lpl is the associated Laguerre polynomial of order p and index l. w is the spot size of the mode corresponding to the Gaussian beam radius. With p=l=0, the TEM00 mode is the lowest order, or fundamental transverse mode of the laser resonator and has the same form as a Gaussian beam. The pattern has a single lobe, and has a constant phase across the mode. Modes with increasing p show concentric rings of intensity, and modes with increasing l show angularly distributed lobes. In general there are 2l(p+1) spots in the mode pattern (except for l=0). The TEM0i* mode, the so-called doughnut mode, is a special case consisting of a superposition of two TEM0i modes (i=1,2,3), rotated 360°/4i with respect to one another. The overall size of the mode is determined by the Gaussian beam radius w, and this may increase or decrease with the propagation of the beam, however the modes preserve their general shape during propagation. Higher order modes are relatively larger compared to the TEM00 mode, and thus the fundamental Gaussian mode of a laser may be selected by placing an appropriately sized aperture in the laser cavity. In many lasers, the symmetry of the optical resonator is restricted by polarizing elements such as Brewster's angle windows. In these lasers, transverse modes with rectangular symmetry are formed. These modes are designated TEMmn with m and n being the horizontal and vertical orders of the pattern. The electric field pattern at a point (x,y,z) for a beam propagating along the z-axis is given by where $w_0$, $w$, $R$, and $\zeta(z)$ are the waist, spot size, radius of curvature, and Gouy phase shift as given for a Gaussian beam; $E_0$ is a normalization constant; and $H_k$ is the kth physicist's Hermite polynomial. The corresponding intensity pattern is The TEM00 mode corresponds to exactly the same fundamental mode as in the cylindrical geometry. Modes with increasing m and n show lobes appearing in the horizontal and vertical directions, with in general (m + 1)(n + 1) lobes present in the pattern. As before, higher-order modes have a larger spatial extent than the 00 mode. The phase of each lobe of a TEMmn is offset by π radians with respect to its horizontal or vertical neighbours. This is equivalent to the polarization of each lobe being flipped in direction. The overall intensity profile of a laser's output may be made up from the superposition of any of the allowed transverse modes of the laser's cavity, though often it is desirable to operate only on the fundamental mode. The number of modes in an optical fiber distinguishes multi-mode optical fiber from single-mode optical fiber. To determine the number of modes in a step-index fiber, the V number needs to be determined: $V = k_0 a \sqrt{n_1^2 - n_2^2}$ where $k_0$ is the wavenumber, $a$ is the fiber's core radius, and $n_1$ and $n_2$ are the refractive indices of the core and cladding, respectively. Fiber with a V-parameter of less than 2.405 only supports the fundamental mode (a hybrid mode), and is therefore a single-mode fiber whereas fiber with a higher V-parameter has multiple modes. Decomposition of field distributions into modes is useful because a large number of field amplitudes readings can be simplified into a much smaller number of mode amplitudes. Because these modes change over time according to a simple set of rules, it is also possible to anticipate future behavior of the field distribution. These simplifications of complex field distributions ease the signal processing requirements of fiber-optic communication systems.
VideoLan VideoConference (VLVC) is a plugin for the VLC media player. It adds videoconferencing functions, it can connect from 2 to 10 people so that they can see and hear each other with the help of a computer and a webcam. This software is free and is supported on Windows, Linux and Mac OS. It can be downloaded on the Internet and it aims to be used by private individuals and professionals as well. VLVC offers four kinds of videoconferencing modes, thus covering most of the users' needs. The project was created in 2003 by a group of students of Epitech, it was then taken over in 2005. Considering the good results of VLVC as a school project, new students have joined the team to take over the work. Former members are still actively contributing.
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. "Single-player game" usually refers to a game that can only be played by one person, while "single-player mode" usually refers to a particular game mode that is designed to be played by a single player, though the game also contains modes that can be played by several players simultaneously. The vast majority of modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The Unreal Tournament series is one example of such. The earliest video games, such as Tennis for Two (1958), Spacewar! (1962), and Pong (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as Speed Race (1974) and Space Invaders (1978). The reason for this, according to Raph Koster, is down to a combination of several factors: increasingly sophisticated computers and interfaces that enabled asymmetric gameplay, cooperative gameplay and story delivery within a gaming framework, coupled with the fact that the majority of early games players had introverted personality types (according to the Myers-Briggs personality type indicator). Although the vast majority of modern games incorporate a single-player element either as the core or as one of several game modes, single-player gaming is currently viewed by the video game industry as peripheral to the future of gaming, with Electronic Arts president Frank Gibeau stating that he had not approved one game to be developed as a single-player experience, and Gogogic CEO Jonas Antonsson claiming that games are meant to be played with others, and that single-player modes are a gimmick. As the narrative and conflict in single-player gameplay is created by a computer rather than a human opponent, single-player games are able to deliver certain gaming experiences that are typically absent - or de-emphasised - in multiplayer games. Single-player games rely more heavily on compelling stories to draw the player into the experience and to create a sense of investment. Humans are unpredictable, so human players - allies or enemies - cannot be relied upon to carry a narrative in a particular direction, and so multiplayer games tend not to focus heavily on a linear narrative. By contrast, many single-player games are built around a compelling story. Whilst a multiplayer game relies upon human-human interaction for its conflict, and often for its sense of camaraderie, a single-player game must build these things artificially. As such, single-player games require deeper characterisation of their non-player characters in order to create connections between the player and the sympathetic characters and to develop deeper antipathy towards the game's antagonist(s). This is typically true of role-playing games (RPGs), such as Dragon Quest and the Final Fantasy series, which are primarily character-driven. It should be noted that these game elements are not firm, fixed rules; single-player puzzle games such as Tetris or racing games focus squarely on gameplay. Notable examples of single-player games include action-adventure games such as The Legend of Zelda, platform games such as the Mario series and Sonic the Hedgehog, stealth games such as the Metal Gear series, survival horror such as Resident Evil and Silent Hill, and first-person shooters such as Doom, Half-Life and Deus Ex.
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time. Video games are often single-player activities that put the player against pre-programmed challenges and/or AI-controlled opponents, which often lack the flexibility and ingenuity of regular human thinking. Multiplayers components allow players to enjoy interaction with other individuals, be it in the form of partnership, competition or rivalry. Furthermore, it provides them with a form of social communication that is almost always missing in single-player oriented games. In a variety of different multiplayer game types, players may individually compete against two or more human contestants, work cooperatively with a human partner(s) in order to achieve a common goal, supervise activities of other players, or engage in a game type that incorporates any possible combination of the above. Examples of better-known multiplayer game types include deathmatch and team death match, MMORPG-associated forms of PVP and Team PvE, capture the flag, domination (competition over control of resources), co-op, and various objective-based modes, often expressed in terms of "assault/defend a control point". Multiplayer games typically require the players to share resources of a single game system or use networking technologies that allow players to play together over greater distances. Some of the earliest known video games were two-player games, including early sports games like Tennis For Two (1958) and Pong (1972), early shooter games like Spacewar! (1962), and early racing video games like Astro Race (1973). First known examples of massively multi-player real time games based around real time networking were developed on the PLATO system starting around 1973. Important multi-user games developed on this system included Empire from 1973 and Spasim from 1974. The latter was a pioneering first-person shooter. Other early video games sometimes included turn-based multiplayer modes, popular in tabletop arcade machines. In such games play is alternated at convenient points, often after the loss of a life. Scores of all players are often retained onscreen in order that players can gauge their relative standing. The first large scale serial sessions based around a single computer were STAR (based on the series Star Trek), OCEAN (a battle of ships, submarines and helicopters with multiple players divided up between the two combating cities) and CAVE (based on Dungeons and Dragons), created by Christopher Caldwell (with art work and suggestions by Roger Long and some assembly coding by Robert Kenney) in 1975 on the University of New Hampshire's DECsystem-1090. The University's computer system had hundreds of terminals connected via serial lines through cluster PDP-11s for student, teacher and staff access. The games worked by having one instance of the program running on each terminal (for each player), sharing a segment of shared memory (known as the "High segment" in the OS TOPS-10). Due to their popularity, the games were frequently banned by the University's Computer Services since they could easily take up all available RAM and cycles. STAR was based on the original single-user turn oriented BASIC program STAR written by Michael O'Shaughnessy at UNH in 1974. Digital Equipment Corporation soon distributed another multi-user version of Star Trek called Decwars though not featuring real-time screen updating. Decwars was widely distributed to universities with DECsystem-10s. In 1981, Cliff Zimmerman wrote a more detailed homage to Star Trek in Macro-10 for DECsystem-10s and -20s using VT100 series graphics. "VTtrek" pitted 4 Federation players against 4 Klingons in a three dimensional universe. MIDI Maze was an early first-person shooter released in 1987 for the Atari ST. It was unique in featuring network multiplayer through the MIDI interface long before mainstream Ethernet and Internet play became commonplace. It is considered the first multiplayer 3D shooter on a mainstream system and the first major network multiplayer action game, with support for as many as 16 players. It was followed up by ports to various platforms in 1991 under the title Faceball 2000, including the Game Boy and Super NES, making it possibly the first handheld and multiplatform first-person shooter and an early console example of the genre. Networked multiplayer gaming modes are colloquially called "netplay" to refine the meaning. The first popular video gaming title to release a LAN version was Spectre in 1991 for the Apple Macintosh, featuring AppleTalk support for up to eight game players. Spectre's multiplayer popularity was attributed in part by the display of a player's name above their cyber tank vehicle. This was followed by Doom in 1993, when the first network version of the game allowed a total of four simultaneous gamers. Playing networked multiplayer games via LAN often eliminates problems common in Internet play, such as lag and anonymity of players. As a result, multiplayer games usually are the focus of LAN parties. Play-by-email games are multiplayer games that use email as the method of communication between computers. Other turn-based variations which do not require players to be online at the same time are Play-by-post gaming and Play-by-Internet. Some online games are "massively multiplayer" games, which means that a large number of players participate simultaneously. The two major genres are MMORPG (massively multiplayer online role-playing game) such as World of Warcraft or EverQuest and MMORTS (massively multiplayer online real-time strategy). Some networked multiplayer games do not even feature a single-player mode. For example, MUDs and massively multiplayer online games, such as RuneScape are multiplayer games by definition. First-person shooters have become very popular multiplayer games and games like Battlefield 1942 and Counter-Strike gained their fame despite not featuring extensive (or any) single-player plot or gameplay. Casual gaming has also seen an emergence in networked multiplayer games as shown by developer and gaming site OMGPOP, whose library of offerings only include multiplayer flash games. The biggest MMOG in the world is Lineage out of South Korea with 19 million registered gamers which is played in several mostly Asian countries. The biggest Western MMOG in 2008 is World of Warcraft with over 10 million registered gamers worldwide. This category of games currently requires multiple machines to connect to each other over the Internet, but before the Internet became popular, MUDs were played on time-sharing computer systems, and games such as Doom were played on a LAN. Gamers often refer to latency by the term ping, which measures round-trip network communication delays (by the use of ICMP packets). For example, a player on a DSL connection with a 50 ms "ping" will be able to react faster to game events than a modem user with 350 ms average latency. Another popular complaint is packet loss and choke, which can render a player unable to "register" their actions with the server. In first-person shooters, this problem usually manifests itself in the problem of bullets appearing to hit the enemy, but the enemy taking no damage. Note that the player's connection is not the only factor; the entire network path to the server is relevant, and some servers are slower than others. While latency is frequently complained about, many players believe a lack of finesse and decent tactics is more damaging than a slow connection in most games. Major and frequent variations in latency, however, can be another story; these can make it very difficult to properly play the game. When a player experience network issues such as high latency its most often referred to as lag, e.g. the game is lagging. This issue has even been exploited in various cheats where the cheater uses this to his advantage. Starting with the Sega NetLink in 1996, Game.com in 1997 and Dreamcast in 2000, game consoles have also begun to support network gaming, over both the internet and LANs. Many mobile phones and handheld consoles also offer wireless gaming through Bluetooth or similar technologies. In modern console games, arcade games, and personal computer games, multiplayer less commonly implies that the players play together by using several controllers plugged into the same game system. Home console games often use split-screen so that each player has an individual view of the action (important for genres such as first person shooter and racing video games), although most arcade games and some console games (ranging from Pong) do not. Almost all multiplayer modes on Beat 'em up games (due to their nature) offer a single system option. Racing games are increasingly dropping the split-screen mode in favor of multiple system multiplayer. Online cheating in games is an activity that modifies the game experience to give one player an advantage over others.
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An electronic game is a game that employs electronics to create an interactive system with which a player can play. The most common form of electronic game today is the video game, and for this reason the terms are often mistakenly used synonymously. Other common forms of electronic game include such non-exclusively-visual products as handheld electronic games, standalone systems (e.g. pinball, slot machines, or electro-mechanical arcade games), and specifically non-visual products (e.g. audio games). There are electronic game sets for chess, draughts and battleships

The earliest form of computer game to achieve any degree of mainstream use was the text-based Teletype game. Teletype games lack video display screens and instead present the game to the player by printing a series of characters on paper which the player reads as it emerges from the platen. Practically this means that each action taken will require a line of paper and thus a hard-copy record of the game remains after it has been played. This naturally tends to reduce the size of the gaming universe or alternatively to require a great amount of paper. As computer screens became standard during the rise of the third generation computer, text-based command line-driven language parsing Teletype games transitioned into visual interactive fiction allowing for greater depth of gameplay and reduced paper requirements. This transition was accompanied by a simultaneous shift from the mainframe environment to the personal computer.

The Grim Adventures of Billy & Mandy (often shortened to simply Billy & Mandy: The Series) is an American animated television series that aired on Cartoon Network. The show began in 2003 and is a spin-off of the 2001 film Billy & Mandy and the show Grim & Evil. The Grim Adventures of Billy & Mandy follows two children, Mandy and Billy, who after winning a game to save Billy's ten-year-old pet hamster, gain the Grim Reaper as their best friend and slave forever. The show ran from June 13, 2003, to November 9, 2007 (though due to a failed spin-off, it ended by default on October 12, 2008), in all seven seasons with seventy-one episodes were made in its original run. In addition to the episodes three movies, two special episodes, and nineteen shorts were made, with 3 award wins for the series as a whole. Billy and Mandy has also been made into a video game as well as various licensed merchandise.

Worms Blast is a puzzle/action game for Microsoft Windows, PlayStation 2, Nintendo GameCube, Game Boy Advance and Mac OS X released in 2002, developed by Team17, and published by Ubisoft (except for the Mac version, which was developed and published by Feral Interactive).

The gameplay is similar to that of Puzzle Bobble/Bust-a-Move, but with several key differences. There is a hexagonal grid of coloured blocks at the top of the screen, while the player's character sits on a boat floating in water. Unlike Puzzle Bobble, it is able to move side to side. There are multiple weapons that can be used, however the only weapon the player has to start with is a bazooka. As with Worms, holding down the fire button increases the power behind the weapon's launch, affecting how far it will travel. It is possible to fire the bazooka (and some other weapons, such as the grenade and dynamite) in an "arch", allowing players to reach difficult areas.

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Games for Windows was a brand owned by Microsoft and introduced in 2006 to coincide with the release of Windows Vista and Windows 7. The brand represents a standardized technical certification program and online service for Windows games, bringing a measure of regulation to the PC game market in much the same way that console manufacturers regulate their platforms. The branding program is open to both first-party and third-party publishers.

Games for Windows was promoted through convention kiosks and through other forums as early as 2005. The promotional push culminated in a deal with Ziff Davis Media to rename the Computer Gaming World magazine to Games for Windows: The Official Magazine. The first GFW issue was published for November 2006, and the magazine was defunct as of 2008.

Digital media is a form of electronic media where data are stored in digital (as opposed to analog) form. It can refer to the technical aspect of storage and transmission (e.g. hard disk drives or computer networking) of information or to the "end product", such as digital video, augmented reality, digital signage, digital audio, or digital art .

Florida's digital media industry association, Digital Media Alliance Florida, defines digital media as "the creative convergence of digital arts, science, technology and business for human expression, communication, social interaction and education".

The history of Video Games goes as far back as the 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Estle Ray Mann filed a United States patent request for an invention they described as a "cathode ray tube amusement device." Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. As of 2013, there are eight generations of video game consoles.

Sports Disaster Accident

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