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SHG Black Point
The SHG Black Point (also known as S.H.G. Black Point, commonly abbreviated as Black Point, stylized in lowercase in its logo) is a second-generation home video game console that was released in 1982 by Süddeutsche Elektro-Hausgeräte GmbH & Co. KG (SHG for short) only in Germany for 168 Deutsche Mark (DM). The system comes with two detachable game controllers with one analog joystick and one fire button each. On the console, there are 10 buttons to select the games which came on ROM cartridges. There is also a difficulty switch, an on/off switch and a start button on the housing of the console. There are two models of the console: The FS-1003 and the FS-2000. Both models have the name SHG Black Point. It is the successor of the SHG Black Point Multicolor FS 1001, released in 1977. Technical specifications * Input devices: Two detachable analog game controllers and buttons on the console * CPU: N/A * RAM: N/A * Power supply: 15 V, 120 mA (FS-1003)/9-11 V, 90 mA or 6 x 1.5 ...
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Hanimex HMG 1292
Hanimex was an Australian distributor and manufacturer, primarily associated with photographic equipment. History Early years The company was founded by Jack Hannes (1923-2005). Born in Germany and educated in England, Hannes' family fled Germany for Australia in 1939. After becoming involved in the import of photographic products in the years following the end of World War II, Hannes formed Hanimex (an abbreviation of "HANnes" "IMport" "EXport") in 1947. Hanimex was the sole distributor of Fujifilm products in Australia from 1954 until Fujifilm themselves purchased the company in 2004. Growth and other products In the mid-1950s, Australian import restrictions led Hanimex to begin manufacturing projectors there locally, and by the early 1970s it was the second-largest manufacturer of slide projectors in the world. Hanimex distributed cameras from a large number of manufacturers under its own name, including those of Praktica, Topcon and others, and eventually grew influenti ...
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1982 In Video Gaming
1982 was the peak year for the golden age of arcade video games as well as the second generation of video game consoles. Many games were released that would spawn franchises, or at least sequels, including ''Dig Dug'', ''Pole Position'', ''Mr. Do!'', ''Zaxxon'', ''Q*bert'', ''Time Pilot'' and ''Pitfall!'' The year's highest-grossing video game was Namco's arcade game ''Pac-Man'', for the third year in a row, while the year's best-selling home system was the Atari 2600 (Atari VCS). Additional game consoles added to a crowded market, notably the ColecoVision and Atari 5200. Troubles at Atari late in the year triggered the video game crash of 1983. Financial performance * The US arcade video game market is worth $4.3 billion, equivalent to $ adjusted for inflation. * The US home video game market is worth $3.8 billion, equivalent to $ adjusted for inflation. * The Japanese home video game market is approaching ¥300 billion, equivalent to $ adjusted for inflation. Hig ...
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Products Introduced In 1982
Product may refer to: Business * Product (business), an item that serves as a solution to a specific consumer problem. * Product (project management), a deliverable or set of deliverables that contribute to a business solution Mathematics * Product (mathematics) Algebra * Direct product Set theory * Cartesian product of sets Group theory * Direct product of groups * Semidirect product * Product of group subsets * Wreath product * Free product * Zappa–Szép product (or knit product), a generalization of the direct and semidirect products Ring theory * Product of rings * Ideal operations, for product of ideals Linear algebra * Scalar multiplication * Matrix multiplication * Inner product, on an inner product space * Exterior product or wedge product * Multiplication of vectors: ** Dot product ** Cross product ** Seven-dimensional cross product ** Triple product, in vector calculus * Tensor product Topology * Product topology Algebraic topology * Cap product * Cup product * ...
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Second-generation Video Game Consoles
The second generation is the generation following the one preceding it. Second generation, Generation II, or variants may also refer to: * Second generation immigrant ** Nisei, one of the second generation of people of Japanese descent in the Americas * Second generation of Chinese leaders, see Generations of Chinese leadership * Second-generation human rights, see Three generations of human rights * People whose parents took part in a Blessing ceremony of the Unification Church Arts and entertainment * ''Second Generation'' (novel), 1964 novel, by Raymond Williams * ''Second Generation'', 1978 novel by Howard Fast * '' The Second Generation'', 1994 collection of five fantasy novellas by Margaret Weis and Tracy Hickman * ''Second Generation'' (film), 2003 British television drama * ''Second Generation'' (advertisement), 2006 television ad for Nike * '' Second Generation of Postwar Writers'' in Japanese literature * ''Second Generation'' (2003), a British TV serial that was ...
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Home Video Game Consoles
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than personal computers, designed to have advanced graphics abilities but limited memory and storage space to keep the units affordable. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage. There have been numerous home video game consoles since the first commercial unit, the Magnavox Odyssey in 1972. Historically these consoles have been grouped into generations lasting each about six years based on common technical specifications. As of 2021, there have been nine console generations, with the current leading manufactures ...
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MobyGames
MobyGames is a commercial website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes nearly 300,000 games for hundreds of platforms. The site is supported by banner ads and a small number of people paying to become patrons. Founded in 1999, ownership of the site has changed hands several times. It is currently owned by Atari SA. Content Prior to being merged into the database, changes go through a leisurely verification process by volunteer "approvers". There is a published standard for game information and copyediting. The most commonly used sources are video game packaging and title and credit screens. Registered users can rate and review any game. Users can create private or public "have" and "want" lists which can generate a list of games available for trade with other users. The site has an integrated forum. Each listed game can have its own subforum. History MobyGames was founded on March 1, 1999 by Jim Le ...
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Pong
''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but Bushnell and Atari co-founder Ted Dabney were surprised by the quality of Alcorn's work and decided to manufacture the game. Bushnell based the game's concept on an electronic ping-pong game included in the Magnavox Odyssey, the first home video game console. In response, Magnavox later sued Atari for patent infringement. ''Pong'' was the first commercially successful video game, and it helped to establish the video game industry along with the Magnavox Odyssey. Soon after its release, several companies began producing games that closely mimicked its gameplay. Eventually, Atari's competitors released new types of video games that deviated from ''Pong'''s origi ...
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Audio Sonic Programmable Video System
Audio most commonly refers to sound, as it is transmitted in signal form. It may also refer to: Sound *Audio signal, an electrical representation of sound *Audio frequency, a frequency in the audio spectrum *Digital audio, representation of sound in a form processed and/or stored by computers or digital electronics *Audio, audible content (media) in audio production and publishing *Semantic audio, extraction of symbols or meaning from audio *Stereophonic audio, method of sound reproduction that creates an illusion of multi-directional audible perspective *Audio equipment Entertainment *AUDIO (group), an American R&B band of 5 brothers formerly known as TNT Boyz and as B5 * ''Audio'' (album), an album by the Blue Man Group * ''Audio'' (magazine), a magazine published from 1947 to 2000 *Audio (musician), British drum and bass artist * "Audio" (song), a song by LSD Computing *, an HTML element, see HTML5 audio See also *Acoustic (other) *Audible (other) *Audio ...
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Home Video Game Console
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than personal computers, designed to have advanced graphics abilities but limited memory and storage space to keep the units affordable. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage. There have been numerous home video game consoles since the first commercial unit, the Magnavox Odyssey in 1972. Historically these consoles have been grouped into generations lasting each about six years based on common technical specifications. As of 2021, there have been nine console generations, with the current leading manufactures ...
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Palladium Tele-Cassetten Game
The Palladium Tele-Cassetten Game is a home video game console which was released by Neckermann's technology and multimedia home brand Palladium in 1978 only in Germany. Some sources claim that the system is a third-generation console, even though it is often considered a console of the second generation. The console has many predecessors, but the exact predecessor console is difficult to find out since the exact release dates of these consoles are unknown or at least unclear. In 1982, the successor, the Palladium Video Computer Game, was released. Overview The Palladium Tele-Cassetten Game is powered with either a power adaptor with 9V DC and 500 mA or 6 C/UM-2 batteries and features difficulty settings, auto/manual serve options as well as a reset button. The system is contained in a black housing on which ten game selection switches (German ''Spielwahlschalter'') can be found with which it is possible to choose between up to 10 different game modes depending on the game ...
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