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Match Day (video game) Match Day II; Miami Vice (video game) Micro Machines (video game series) Micro Machines (video game) Micro Machines 2: Turbo Tournament; Midnight Resistance; Mission: Impossible (1998 video game) Mr. Nutz; Mr. Nutz: Hoppin' Mad; Mr. Wimpy (video game) MRC: Multi-Racing Championship
Starting with Daley Thompson's Decathlon in 1984, games on the ZX Spectrum used the Speedlock protection system, which eventually included a countdown timer showing the time left to load a game. [22] On the commodore 64 Ocean added a full screen graphic to look at and some catchy music to listen to during the loading of the tape.
Terminator 2: Judgment Day is a 1991 action video game developed by Dementia and published by Ocean Software.It is based on the 1991 film of the same name, and was released in Europe for Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS, and ZX Spectrum.
The One criticized the frequent disk swapping required, and further called Total Recall 'unoriginal', expressing that the game ought to have incorporated more elements from the film, and further stating that there are "so many better platform and race games [than Total Recall]". [15] The game reached number 2 in the UK ZX Spectrum sales charts ...
It was first revealed at a Nintendo conference held on October 2, 2008. [1] It was released in Japan in September 2009 and in February 2010 elsewhere. The game was released as part of the Touch! Generations series of games in Europe. A follow-up, Endless Ocean Luminous, was released on May 2, 2024 for the Nintendo Switch. [2] [3]
Jurassic Park is a 1993 action video game developed and published by Ocean Software, [2] for DOS and Amiga computers. The game is based on director Steven Spielberg's 1993 film, Jurassic Park, and also includes elements from author Michael Crichton's 1990 novel of the same name, which the film is based upon.
Micro stuttering is a quality defect that manifests as irregular delays between frames rendered by a graphics processing unit (GPU). It causes the instantaneous frame rate of the longest delay to be significantly lower than the frame rate reported by benchmarking applications such as 3DMark , which usually calculate the average frame rate over ...
Video games, which use a wide variety of rendering engines, tend to benefit visually from vertical synchronization since a rendering engine is normally expected to build each frame in real-time, based on whatever the engine's variables specify at the moment a frame is requested.