The PlayStation Portable is a handheld game console, developed by Sony Computer Entertainment and competed with the Nintendo DS as part of the seventh generation of video-game consoles. Development of the handheld console was announced during E3 2003 and it was unveiled on May 11, 2004, at a Sony press conference before the next E3; the system was released in Japan on December 12, 2004. The PSP was the most powerful portable console, it was the first real competitor of Nintendo's handheld consoles after many challengers, such as SNK's Neo Geo Pocket and Nokia's N-Gage, had failed. Its advanced graphics made the PSP a popular mobile-entertainment device, which can connect to the PlayStation 2 and PlayStation 3 games consoles, computers running Microsoft Windows and Apple Macintosh software, other PSPs and the Internet; the PSP is the only handheld console to use an optical disc format – Universal Media Disc – as its primary storage medium. It was received positively by most video-game critics and sold 76 million units by 2012.
Several models of the console were released. The PSP line was succeeded by the PlayStation Vita, released in December 2011 in Japan and worldwide in February 2012; the Vita has backward compatibility with many PSP games that were released on the PlayStation Network through the PlayStation Store, which became the main method of purchasing PSP games after Sony shut down access to the PlayStation Store from PSPs on March 31, 2016. Hardware shipments ended worldwide in 2014. Production of UMDs ended when the last Japanese factory making them closed in late 2016. Sony Computer Entertainment first announced development of the PlayStation Portable at a press conference preceding E3 2003. Although samples were not presented, Sony released extensive technical details. CEO Jose Villeta called the device the "Walkman of the 21st century". Several gaming websites were impressed with the handheld's computing capabilities and looked forward to its potential as a gaming platform. In the 1990s, Nintendo had dominated the handheld market since launching its Game Boy in 1989, experiencing close competition only from Bandai's WonderSwan in Japan and Sega's Game Gear.
In January 1999, Sony had released the successful PocketStation in Japan as its first foray into the handheld gaming market. The SNK Neo Geo Pocket and Nokia's N-Gage failed to cut into Nintendo's share. According to an IDC analyst in 2004, the PSP was the "first legitimate competitor to Nintendo's dominance in the handheld market"; the first concept images of the PSP appeared in November 2003 at a Sony corporate strategy meeting and showed it having flat buttons and no analog joystick. Although some reviewers expressed concern about the lack of an analog stick, these fears were allayed when the PSP was unveiled at the Sony press conference during E3 2004. Sony released a list of 99 developer companies. Several game demos such as Konami's Metal Gear Acid and SCE Studio Liverpool's Wipeout Pure were shown at the conference. On October 17, 2004, Sony announced that the PSP base model would be launched in Japan on December 12 that year for ¥19,800 while the Value System would launch for ¥24,800.
The launch was a success. Color variations were sold in bundle packs that cost around $200. Sony announced on February 3, 2005, that the PSP would go on sale in North America on March 24 in one configuration for an MSRP of US$249/CA$299; some commentators expressed concern over the high price, US$20 higher than that of the Japanese model and more than $100 higher than the Nintendo DS. Despite these concerns, the PSP's North American launch was a success. Sony said 500,000 units were sold in the first two days, though it was reported that this figure was below expectations; the PSP was intended to have a simultaneous PAL region and North American launch, but on March 15, 2005, Sony announced that the PAL region launch would be delayed because of high demand for the console in Japan and North America. The next month it announced that the PSP would be launched in the PAL region on September 1, 2005, for €249/£179. Sony defended the high price by saying North American consumers had to pay local sales taxes and that the Value Added Tax was higher in the UK than the US.
Despite the high price, the console's PAL region launch was a success, selling more than 185,000 units in the UK. All stock of the PSP in the UK sold out within three hours of launch, more than doubling the previous first-day sales record of 87,000 units set by the Nintendo DS; the system enjoyed great success in other areas of the PAL region. The PlayStation Portable uses the common "bar" form factor; the original model measures 6.7 by 2.9 by 0.9 inches and weighs 9.9 ounces. The front of the console is dominated by the system's 4.3-inch LCD screen, capable of 480 × 272 pixel video playback with 24-bit color, outperforming the Nintendo DS. On the unit's front are four PlayStation face buttons; the system has two shoulder buttons, a USB 2.0 mini-B port on the top of the console, a WLAN switch and power cable input on the bottom. The back of the PSP features a read-only Universal Media Disc drive for access to movies a
The Microvision is the first handheld game console that used interchangeable cartridges. It was released by the Milton Bradley Company in November 1979; the Microvision was designed by Jay Smith, the engineer who would design the Vectrex gaming console. The Microvision's combination of portability and a cartridge-based system led to moderate success, with Smith Engineering grossing $15 million in the first year of the system's release; however few cartridges, a small screen, a lack of support from established home video game companies led to its demise in 1981. According to Satoru Okada, the former head of Nintendo's R&D1 Department, the Microvision gave birth to the Game & Watch after Nintendo designed around Microvision's limitations. Unlike most consoles, the Microvision did not contain an onboard processor. Instead, each game included its own processor contained within the removable cartridge; this meant that the console itself consisted of the controls, LCD panel and LCD controller. The processors for the first Microvision cartridges were made with both Intel 8021 and Texas Instruments TMS1100 processors.
Due to purchasing issues, Milton Bradley switched to using TMS1100 processors including reprogramming the games that were programmed for the 8021 processor. The TMS1100 was a more primitive device, but offered more memory and lower power consumption than the 8021. First-revision Microvisions needed two batteries due to the 8021's higher power consumption, but units only had one active battery holder. Though the battery compartment was designed to allow the two 9-volt batteries to be inserted with proper polarity of positive and negative terminals, when a battery was forcefully improperly oriented, while the other battery was properly oriented, the two batteries would be shorted and they would overheat; the solution was to remove terminals for one of the batteries to prevent this hazard. Due to the high cost of changing production molds, Milton Bradley did not eliminate the second battery compartment, but instead removed its terminals and called it the spare battery holder. Microvision units and cartridges are now somewhat rare.
Those that are still in existence are susceptible to three main problems: "screen rot," ESD damage, keypad destruction. The manufacturing process used to create the Microvision's LCD was primitive by modern standards. Poor sealing and impurities introduced during manufacture has resulted in the condition known as screen rot; the liquid crystal spontaneously leaks and permanently darkens, resulting in a game unit that still plays but is unable to properly draw the screen. While extreme heat which can destroy the screen can be avoided, there is nothing that can be done to prevent screen rot in most Microvisions. A major design problem involves the fact that the microprocessor lacks ESD protection and is directly connected to the copper pins which connect the cartridge to the Microvision unit. If the user opens the protective sliding door that covers the pins, the processor can be exposed to any electric charge the user has built up. If the user has built up a substantial charge, the discharge can jump around the door's edge or pass through the door itself.
The low-voltage integrated circuit inside the cartridge is ESD sensitive, can be destroyed by an event of only a few dozen volts which cannot be felt by the person, delivering a fatal shock to the game unit. This phenomenon was described in detail by John Elder Robison in his book Look Me in the Eye; the Microvision unit had a twelve-button keypad, with the switches buried under a thick layer of flexible plastic. To align the user's fingers with the hidden buttons, the cartridges had cutouts in their bottom; as different games required different button functions, the cutouts were covered with a thin printed piece of plastic, which identified the buttons' functions in that game. The problem with this design is that pressing on the buttons stretched the printed plastic, resulting in the thin material stretching and tearing. Having long fingernails exacerbated the condition. Many of the initial games were programmed to give feedback of the keypress when the key was released instead of when the key was pressed.
As a result, users may press on the keypad harder because they are not being provided with any feedback that the key has been pressed. This resulted from a keypad used for prototyping being different from the production keypad. CPU: Intel 8021/TI TMS1100 Screen type and resolution: 16 × 16 pixel LCD Register width: 4 bit, 8 bit Processor speed: 100 kHz RAM: 64 bytes ROM: 2K, 1K Cartridge ROM: 2K, 1K masked Video Display Processor: LCD Custom Driver Sound: Piezo beeper Input: Twelve button keypad, one paddle Power requirements: One or two 9 volt batteries on earlier Microvision consoles, one 9 volt battery on Microvision consoles Power Dissipation: 110 mW, 1 W Only 12 games were made for the Microvision. Launch titles - 1979 Block Buster - Breakout clone that shipped with the system. Bowling Connect Four Pinball 1979 Mindbuster Star Trek: Phaser Strike Vegas Slots 1980 Baseball Sea Duel 1981 Alien Raiders Cosmic Hunter 1982 Super Blockbuster Unrelea
"OK" is an American English word denoting approval, agreement, acknowledgment, or a sign of indifference. "OK" is used as a loanword in other languages. It has been described as the most spoken or written word on the planet; the origins of the word are disputed. As an adjective, "OK" principally means "adequate" or "acceptable" as a contrast to "bad", it fulfills a similar role as an adverb. As an interjection, it can denote agreement, it can mean "assent" when it is used as a verb. "OK", as an adjective, can express acknowledgement without approval. As a versatile discourse marker or back-channeling item, it can be used with appropriate voice tone to show doubt or to seek confirmation. Many explanations for the origin of the expression have been suggested, but few have been discussed by linguists; the following proposals have found mainstream recognition. The etymology that most reference works provide today is based on a survey of the word's early history in print: a series of six articles by Allen Walker Read in the journal American Speech in 1963 and 1964.
He tracked the spread and evolution of the word in American newspapers and other written documents, throughout the rest of the world. He documented controversy surrounding OK and the history of its folk etymologies, both of which are intertwined with the history of the word itself. Read argues that, at the time of the expression's first appearance in print, a broader fad existed in the United States of "comical misspellings" and of forming and employing acronyms, themselves based on colloquial speech patterns: The abbreviation fad began in Boston in the summer of 1838... OFM, "our first men," and used expressions like NG, "no go," GT, "gone to Texas," and SP, "small potatoes." Many of the abbreviated expressions were exaggerated misspellings, a stock in trade of the humorists of the day. One predecessor of OK was OW, "oll wright." The general fad is speculated to have existed in spoken or informal written U. S. English for a decade or more before its appearance in newspapers. OK's original presentation as "all correct" was varied with spellings such as "Oll Korrect" or "Ole Kurreck".
The term appears to have achieved national prominence in 1840, when supporters of the Democratic political party claimed during the 1840 United States presidential election that it stood for "Old Kinderhook", a nickname for the Democratic president and candidate for reelection, Martin Van Buren, a native of Kinderhook, New York. "Vote for OK" was snappier than using his Dutch name. In response, Whig opponents attributed OK, in the sense of "Oll Korrect," to Andrew Jackson's bad spelling; the country-wide publicity surrounding the election appears to have been a critical event in OK's history and popularizing it across the United States. Read proposed an etymology of "OK" in "Old Kinderhook" in 1941; the evidence presented in that article was somewhat sparse, the connection to "Oll Korrect" not elucidated. Various challenges to the etymology were presented. However, Read's landmark 1963–1964 papers silenced most of the skepticism. Read's etymology gained immediate acceptance, is now offered without reservation in most dictionaries.
Read himself was open to evaluating alternative explanations: Some believe that the Boston newspaper's reference to OK may not be the earliest. Some are attracted to the claim. There is an Indian word, used as an affirmative reply to a question. Mr Read treated such doubting calmly. "Nothing is absolute," he once wrote, "nothing is forever." In "All Mixed Up", the folk singer Pete Seeger sang that "OK" was of Choctaw origin, as the dictionaries of the time tended to agree. Three major American reference works cited this etymology as the probable origin until as late as 1961; the earliest written evidence for the Choctaw origin is provided in work by the Christian missionaries Cyrus Byington and Alfred Wright in 1825. These missionaries ended many sentences in their translation of the Bible with the particle "okeh", meaning "it is so", was listed as an alternative spelling in the 1913 Webster's. Byington's Dictionary of the Choctaw Language confirms the ubiquity of the "okeh" particle, his Grammar of the Choctaw Language calls the particle -keh an "affirmative contradistinctive", with the "distinctive" o- prefix.
Subsequent Choctaw spelling books de-emphasized the spellings lists in favor of straight prose, they made use of the particle but they too never included it in the word lists or discussed it directly. The presumption was that the use of particle "oke" or "hoke" was so common and self-evident as to preclude any need for explanation or discussion for either its Choctaw or non-Choctaw readership; the Choctaw language was one of the languages spoken at this time in the South-Eastern United States by a tribe with significant contact with African slaves. The major language of trade in this area, Mobilian Jargon, was based on Choctaw-Chickasaw, two Muskogean-family languages; this language was used, for communication with the slave-owning Cherokee. For the three decades prior to the Boston abbreviation fad, the Choctaw had been in extensive negotiation with the US go
On computer keyboards, the enter key in most cases causes a command line, window form, or dialog box to operate its default function. This is to finish an "entry" and begin the desired process, is an alternative to pressing an OK button; the "return" key is also referred to by many American groups as the "enter" key, they perform identical functions. It has an arrow pointing down and left, the symbol for carriage return. In contrast, the "Enter" key is labelled with its name in plain text on generic PC keyboards, or with the symbol ⌤ on many Apple Mac keyboards; the enter key is located on the lower right of the numeric keypad, the return/enter key on the right edge of the main alphanumeric portion of the keyboard, between backspace and the right-hand shift key. The return/enter key can have various physical shapes. On some keyboard layouts, the return and enter key are two different keys, an artifact of the differing handling of newlines by different operating systems; as an example, on the Macintosh, the return key is the usual key, while the enter key is positioned at the lower right of the numeric key pad.
While using the type tool in Adobe Photoshop, the return key produces a new line while the enter key ends editing mode. On IBM's 3270 and 5250 line of terminals, the Enter key was located to the right of the space bar and was used to send the contents of the terminal's buffer to the host computer; the Return key was used to generate a new line. Apple took advantage of this situation to create an editable command line environment called a "Worksheet" in the Macintosh Programmer's Workshop, where return was used as a formatting key while enter was used to execute a shell command or series of commands in direct mode. In technical terms, the Macintosh keyboard maps the return key to a carriage return, while the enter key maps to a newline. Many computer models did not have a separate keypad, only had one button to function as Enter or Return. For example, the Commodore 64 had only the "Return" key. In Mathematica, the Return key creates a new line, whereas the Enter key submits the current command for execution.
In pocket calculator-like programs, the enter key of the numeric keypad acts like the equal to button to obtain the result of the entered operations. In graphical computer applications, the enter or return key is used to close and submit a form the user is editing; the default "OK" or "Save" button on a form is highlighted and sometimes shows a Return symbol, giving a subtle visual clue that the user has the option of clicking the button or pressing Enter. In modern word processing applications, pressing the return key ends a paragraph and starts a new one. Spacing between the paragraphs can be defined through paragraph styles. Before computers, on electric typewriters the "Return" key was kept comparatively large; this is due to the frequency of usage, therefore, is kept large to reduce the likelihood of finger slips. Carriage return Numeric keypad
The Intellivision is a home video game console released by Mattel Electronics in 1979. The name Intellivision is a portmanteau of "intelligent television". Development of the console began in 1977, the same year as the introduction of its main competitor, the Atari 2600. In 1984 Mattel sold their video game assets to a former Mattel Electronics executive and investors that would become INTV Corporation. Games development continued until 1990 when the Intellivision was discontinued. From 1980 to 1983 over 3 million Intellivision units were sold. In 2009, video game website IGN named the Intellivision the No. 14 greatest video game console of all time. It remained Mattel's only video game console until the release of the HyperScan in 2006; the Intellivision was developed at Mattel in Hawthorne, California along with their Mattel Electronics line of handheld electronic games. Mattel's Design and Development group began investigating a home video game system in 1977, it was to have long lasting gameplay to distinguish itself from its competitors.
Mattel identified a new but expensive chipset from National Semiconductor and negotiated better pricing for a simpler design. Their consultant, APh Technological Consulting, suggested a General Instrument chipset, listed as the Gimini programmable set in the GI 1977 catalog; the GI chipset lacked Mattel worked with GI to implement changes. GI published an updated chipset in its 1978 catalog. After choosing National in August 1977, Mattel waited for two months before going with the proposed GI chipset in the fall of 1977. A team at Mattel, headed by David Chandler began engineering the hardware, including the famous hand controllers. In 1978, David Rolfe of APh developed the executive control software and, with a group of Caltech summer student hires, programmed the first games. Graphics were designed by a group of artists at Mattel led by Dave James; the Intellivision was test marketed in Fresno, California in 1979 with a total of four games available. It was released nationwide in 1980 with a price tag of US$299, a pack-in game: Las Vegas Poker & Blackjack and a library of ten cartridges.
Mattel Electronics would become a subsidiary in 1981. Though not the first system to challenge Warner Communications's Atari, it was the first to pose a serious threat to the market leader. A series of advertisements featuring George Plimpton were produced that demonstrated the superiority of the Intellivision's graphics and sound to those of the Atari 2600, using side-by-side game comparisons. One of the slogans of the television advertisements stated that Intellivision was "the closest thing to the real thing"; the other console's games had a blip sound and cruder graphics, while the Intellivision featured a realistic swing sound and striking of the ball, graphics that suggested a more 3D look. There was an advertisement comparing the Atari 2600 to it, featuring the slogan "I didn't know". In its first year, Mattel sold out its initial 175,000 production run of Intellivision "Master Components". In 1981, over one million Intellivision consoles were sold, five times as many as in 1980; the Intellivision Master Component was distributed by various companies.
Before Mattel shifted manufacturing to Hong Kong, Mattel Intellivisions were manufactured by GTE Sylvania. GTE Sylvania Intellivisions were produced along with Mattel's, with the brand name the only differentiation; the Sears Super Video Arcade, manufactured by Mattel in Hong Kong, has a restyled beige top cover and detachable controllers. The Sears Intellivision modified the default titlescreen by removing the "Mattel Electronics" captioning. In 1982 Radio Shack marketed the Tandyvision One, similar to the original Intellivision but with the gold plates replaced with more wood trim. In Japan Intellivisions were branded by Bandai in 1982, in Brazil there were Digimed and Digiplay Intellivisions manufactured by Sharp in 1983. Inside every Intellivision is 4K of ROM containing the Exec software, it provides two benefits: reusable code that can make a 4K cartridge an 8K game, a software framework for new programmers to develop games more and quickly. It allows other programmers to more review and continue another's project.
Under the supervision of David Rolfe and graphics supplied by Mattel artist Dave James, APh was able to create the Intellivision launch title library using summer students. The drawback is that to be flexible and handle many different types of games the Exec runs less efficiently than a dedicated program. Intellivision games that leverage the Exec run at a 20 Hz frame rate instead of the 60 Hz frame rate for which the Intellivision was designed. Using the Exec framework is optional, but all Intellivision games released by Mattel Electronics are 20 Hz; the limited ROM space meant there was no room for computer artificial intelligence and many early games required two players. All Intellivision games were programmed by the outside firm, APh Technological Consulting, with 19 cartridges produced before Christmas 1980. Once the Intellivision project became successful, software development would be brought in-house. Mattel formed its own software development group and began hiring programmers; the original five members of that Intellivision team were Mike Minkoff, Rick Levine, John Sohl, Don Daglow, manager Gabriel Baum.
Levine and Minkoff, a long-time Mattel Toys veteran, both came over from the hand-held Mattel games engineering team. During 1981 Mattel hired programmers as fast it could. Early in 1982 Mattel Electronics relocated from Mattel headquarters to an unused industrial building. Office renovation work happened as n
The Nintendo DS, or DS, is a dual-screen handheld game console developed and released by Nintendo. The device released globally across 2004 and 2005; the DS, short for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld gaming: two LCD screens working in tandem, a built-in microphone, support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP; the Nintendo DS features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service, its main competitor was Sony's PlayStation Portable during the seventh generation of video game consoles. It was likened to the Nintendo 64 from the 1990s, which led to several N64 ports such as Super Mario 64 DS and Diddy Kong Racing DS, among others. Prior to its release, the Nintendo DS was marketed as an experimental, "third pillar" in Nintendo's console lineup, meant to complement the Game Boy Advance and GameCube.
However, backward compatibility with Game Boy Advance titles and strong sales established it as the successor to the Game Boy series. On March 2, 2006, Nintendo launched the Nintendo DS Lite, a slimmer and lighter redesign of the original Nintendo DS with brighter screens. On November 1, 2008, Nintendo released the Nintendo DSi, another redesign with several hardware improvements and new features. All Nintendo DS models combined have sold 154.02 million units, making it the best selling handheld game console to date, the second best selling video game console of all time behind Sony's PlayStation 2. The Nintendo DS line was succeeded by the Nintendo 3DS family in 2011, which maintains backward compatibility with nearly all Nintendo DS software. Development on the Nintendo DS began around mid-2002, following an original idea from former Nintendo president Hiroshi Yamauchi about a dual-screened console. On November 13, 2003, Nintendo announced that it would be releasing a new game product in 2004.
The company did not provide many details, but stated it would not succeed the Game Boy Advance or GameCube. On January 20, 2004, the console was announced under the codename "Nintendo DS". Nintendo released only a few details at that time, saying that the console would have two separate, 3-inch TFT LCD display panels, separate processors, up to 1 gigabit of semiconductor memory. Nintendo president Satoru Iwata said, "We have developed Nintendo DS based upon a different concept from existing game devices in order to provide players with a unique entertainment experience for the 21st century." He expressed optimism that the DS would help put Nintendo back at the forefront of innovation and move away from the conservative image, described about the company in years past. In March 2004, a document containing most of the console's technical specifications was leaked revealing its internal development name, "Nitro". In May 2004, the console was shown in prototype form at E3 2004, still under the name "Nintendo DS".
On July 28, 2004, Nintendo revealed a new design, described as "sleeker and more elegant" than the one shown at E3 and announced Nintendo DS as the device's official name. Following lukewarm GameCube sales, Hiroshi Yamauchi stressed the importance of its success to the company's future, making a statement which can be translated from Japanese as, "If the DS succeeds, we will rise to heaven, but if it fails we will sink to hell." President Iwata referred to Nintendo DS as "Nintendo's first hardware launch in support of the basic strategy'Gaming Population Expansion'" because the touch-based device "allows users to play intuitively". On September 20, 2004, Nintendo announced that the Nintendo DS would be released in North America on November 21, 2004 for US$149.99. It was set to release on December 2004 in Japan; the console was released in North America with a midnight launch event at Universal CityWalk EB Games in Los Angeles, California. The console was launched in Japan compared to the North America launch.
Regarding the European launch, Nintendo President Satoru Iwata said this: Europe is an important market for Nintendo, we are pleased we can offer such a short period of time between the US and European launch. We believe that the Nintendo DS will change the way people play video games and our mission remains to expand the game play experience. Nintendo DS caters for the needs of all gamers whether for more dedicated gamers who want the real challenge they expect, or the more casual gamers who want quick, pick up and play fun; the Nintendo DS was launched in North America for US$149.99 on November 21, 2004. Well over three million preorders were taken in North Japan. Nintendo planned to deliver one million units combined at the North American and Japanese launches. Nintendo slated 300,000 units for the U. S. debut. In 2005, the manufacturer suggested retail price for the Nintendo DS was dropped to US$129.99. Both launches proved to be successful, but Nintendo chose to release the DS in North America prior to Japan, a first for a hardware laun
Epoch Co. Ltd. is a Japanese toy and computer games company founded in 1958, best known for manufacturing Barcode Battler and Doraemon video games, the Sylvanian Families series of toys. Its current Representative President is Michihiro Maeda, they made Japan's first successful programmable console video game system, the Epoch Cassette Vision, in 1981. Founded in May 1958 by Maeda Taketora and three others in Tokyo with ¥1 million, Maeda Taketora is made president, eleven months it had increased its capital to ¥2.5 million. Epoch participated in the first Japanese international toy trade fair in 1962, it moved to its headquarters to its current location in Tokyo in 1963. After 20 years of its founding in 1978, Epoch had increased to ¥200 million - 200 times the original startup cost. In the 1980s it had a United States office in Englewood, New Jersey, which sold imported English versions of its products. In September 2001 it founded an international branch, it is most famous for its Sylvanian Families toy and video game productions.
Epoch created some LCD handheld electronic games in cooperation with Tomy and other companies. Doraemon: Giga Zombie no Gyakushuu Doraemon Doraemon 2 Doraemon 3 Doraemon 4 Doraemon: Nobita to Fukkatsu no Hoshi Doraemon 2: SOS! Otogi no Kuni Doraemon Doraemon Kart Doraemon no GameBoy de Asobou yo DX10 Doraemon 2 Doraemon Kart 2 Doraemon: Nobita to Fukkatsu no Hoshi Doraemon: Aruke Aruke Labyrinth Doraemon Memories: Nobita no Omoide Daibouken Doraemon: Nobita to 3-tsu no Seirei Ishi Doraemon 2: Nobita to Hikari no Shinden Doraemon 3: Nobita no Machi SOS! Doraemon 3: Makai no Dungeon Doraemon no Study Boy: Kuku Game Doraemon no Study Boy: Gakushuu Kanji Game Doraemon Kimi to Pet no Monogatari Doraemon Board Game Doraemon no Quiz Boy 2 Doraemon no Study Boy: Kanji Yomikaki Master Sylvanian Families: Otogi no Kuni no Pendant Sylvanian Melodies ~Mori no Nakama to Odori Masho!~ Sylvanian Families 2: Irozuku Mori no Fantasy Sylvanian Families 3: Hoshifuru Yoru no Sunadokei Sylvanian Families 4: Meguru Kisetsu no Tapestry Sylvanian Families: Yosei no Stick to Fushigi no Ki Maron Inu no Onnanoko Sylvanian Families: Fashion Designer ni Naritai!
Kurumi Risu no Onnanoko Chibi Maruko-chan: Harikiri 365-Nichi no Maki Lupin III: Densetsu no Hihō o Oe! The Amazing Spider-Man: Lethal Foes Donald Duck no Mahō no Bōshi St Andrews: Eikō to Rekishi no Old Course Alice no Paint Adventure Chibi Maruko-Chan: Go-Chōnai Minna de Game da yo! Famicom Yakyuuban Kiteretsu Daihyakka Cyraid Dragon Slayer I Parasol Henbee Dai Meiro: Meikyu no Tatsujin Dragon Slayer Dragon Slayer Gaiden Dragon Slayer: The Legend of Heroes Dragon Slayer: The Legend of Heroes II Panel no Ninja Kesamaru Lord Monarch Metal Jack Barcode Battler Senki Hatayama Hatch no Pro Yakyuu News! Jitsumei Han Oha Star Yamachan & Reimondo Hole in One Golf Meisha Retsuden: Greatest 70's J. League Excite Stage'94 J. League Excite Stage'95 J. League Excite Stage'96 J-League Excite Stage GB J-League Excite Stage Tactics International Soccer Excite Stage 2000 R-Type DX Ling Rise Pocket Pro Yakyuu Macross 7: Ginga no Heart o Furuwasero!! Gauntlet Legends DaiaDroids World Kidou Tenshi Angelic Layer The Legend of Zelda: A Link to the Past Magi Nation Daia Droid Daisakusen Epoch's official website Epoch History - 1958 to 2007 http://www.gamefaqs.com/features/company/12782.html Epoch Handheld Games - Handheld Museum