The PlayStation 3 is a home video game console developed by Sony Computer Entertainment. It is the successor to PlayStation 2, is part of the PlayStation brand of consoles, it was first released on November 11, 2006, in Japan, November 17, 2006, in North America, March 23, 2007, in Europe and Australia. The PlayStation 3 competed against consoles such as Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles; the console was first announced at E3 2005, was released at the end of 2006. It was the first console to use Blu-ray Disc as its primary storage medium; the console was the first PlayStation to integrate social gaming services, including the PlayStation Network, as well as the first to be controllable from a handheld console, through its remote connectivity with PlayStation Portable and PlayStation Vita. In September 2009, the Slim model of the PlayStation 3 was released, it no longer provided the hardware ability to run PS2 games. It was lighter and thinner than the original version, featured a redesigned logo and marketing design, as well as a minor start-up change in software.
A Super Slim variation was released in late 2012, further refining and redesigning the console. During its early years, the system had a critically negative reception, due to its high price, a complex processor architecture and a lack of quality games, but was praised for its Blu-ray capabilities and "untapped potential"; the reception would get more positive over time. The system had a slow start in the market but managed to recover after the introduction of the Slim model, its successor, the PlayStation 4, was released in November 2013. On September 29, 2015, Sony confirmed that sales of the PlayStation 3 were to be discontinued in New Zealand, but the system remained in production in other markets. Shipments of new units to Europe and Australia ended in March 2016, followed by North America which ended in October 2016. Heading into 2017, Japan was the last territory where new units were still being produced until May 29, 2017, when Sony confirmed the PlayStation 3 was discontinued in Japan.
The PlayStation 3 began development in 2001 when Ken Kutaragi the President of Sony Computer Entertainment, announced that Sony, IBM would collaborate on developing the Cell microprocessor. At the time, Shuhei Yoshida led a group of programmers within this hardware team to explore next-generation game creation. By early 2005, focus within Sony shifted towards developing PS3 launch titles. Sony unveiled PlayStation 3 to the public on May 16, 2005, at E3 2005, along with a boomerang-shaped prototype design of the Sixaxis controller. A functional version of the system was not present there, nor at the Tokyo Game Show in September 2005, although demonstrations were held at both events on software development kits and comparable personal computer hardware. Video footage based on the predicted PlayStation 3 specifications was shown; the initial prototype shown in May 2005 featured two HDMI ports, three Ethernet ports and six USB ports. Two hardware configurations were announced for the console: a 20 GB model and a 60 GB model, priced at US$499 and US$599, respectively.
The 60 GB model was to be the only configuration to feature an HDMI port, Wi-Fi internet, flash card readers and a chrome trim with the logo in silver. Both models were announced for a simultaneous worldwide release: November 11, 2006, for Japan and November 17, 2006, for North America and Europe. On September 6, 2006, Sony announced that PAL region PlayStation 3 launch would be delayed until March 2007, because of a shortage of materials used in the Blu-ray drive. At the Tokyo Game Show on September 22, 2006, Sony announced that it would include an HDMI port on the 20 GB system, but a chrome trim, flash card readers, silver logo and Wi-Fi would not be included; the launch price of the Japanese 20 GB model was reduced by over 20%, the 60 GB model was announced for an open pricing scheme in Japan. During the event, Sony showed 27 playable PS3 games running on final hardware. PlayStation 3 was first released in Japan on November 11, 2006, at 07:00. According to Media Create, 81,639 PS3 systems were sold within 24 hours of its introduction in Japan.
Soon after its release in Japan, PS3 was released in North America on November 17, 2006. Reports of violence surrounded the release of PS3. A customer was shot, campers were robbed at gunpoint, customers were shot in a drive-by shooting with BB guns, 60 campers fought over 10 systems; the console was planned for a global release through November, but at the start of September the release in Europe and the rest of the world was delayed until March. With it being a somewhat last-minute delay, some companies had taken deposits for pre-orders, at which Sony informed customers that they were eligible for full refunds or could continue the pre-order. On January 24, 2007, Sony announced that PlayStation 3 would go on sale on March 23, 2007, in Europe, the Middle East and New Zealand; the system sold about 600,000 units in its first two days. On March 7, 2007, the 60 GB PlayStation 3 launched in Singapore with a price of S$799; the console was launched in South Korea on June 16, 2007, as a single version equipped with an 80 GB hard drive and IPTV.
Following speculation that Sony was working on a'slim' model, Sony announced the PS3 CECH-2000 model on August 18, 2009, at the Sony Gamescom press conference
Computer-aided design is the use of computers to aid in the creation, analysis, or optimization of a design. CAD software is used to increase the productivity of the designer, improve the quality of design, improve communications through documentation, to create a database for manufacturing. CAD output is in the form of electronic files for print, machining, or other manufacturing operations; the term CADD is used. Its use in designing electronic systems is known as electronic design automation. In mechanical design it is known as mechanical design automation or computer-aided drafting, which includes the process of creating a technical drawing with the use of computer software. CAD software for mechanical design uses either vector-based graphics to depict the objects of traditional drafting, or may produce raster graphics showing the overall appearance of designed objects. However, it involves more than just shapes; as in the manual drafting of technical and engineering drawings, the output of CAD must convey information, such as materials, processes and tolerances, according to application-specific conventions.
CAD may be used to design figures in two-dimensional space. CAD is an important industrial art extensively used in many applications, including automotive and aerospace industries and architectural design and many more. CAD is widely used to produce computer animation for special effects in movies and technical manuals called DCC digital content creation; the modern ubiquity and power of computers means that perfume bottles and shampoo dispensers are designed using techniques unheard of by engineers of the 1960s. Because of its enormous economic importance, CAD has been a major driving force for research in computational geometry, computer graphics, discrete differential geometry; the design of geometric models for object shapes, in particular, is called computer-aided geometric design. Starting around the mid 1960s, with the IBM Drafting System, computer-aided design systems began to provide more capability than just an ability to reproduce manual drafting with electronic drafting, the cost-benefit for companies to switch to CAD became apparent.
The benefits of CAD systems over manual drafting are the capabilities one takes for granted from computer systems today. CAD provided the designer with the ability to perform engineering calculations. During this transition, calculations were still performed either by hand or by those individuals who could run computer programs. CAD was a revolutionary change in the engineering industry, where draftsmen and engineering roles begin to merge, it did not eliminate departments, as much as it merged departments and empowered draftsman and engineers. CAD is an example of the pervasive effect. Current computer-aided design software packages range from 2D vector-based drafting systems to 3D solid and surface modelers. Modern CAD packages can frequently allow rotations in three dimensions, allowing viewing of a designed object from any desired angle from the inside looking out; some CAD software is capable of dynamic mathematical modeling. CAD technology is used in the design of tools and machinery and in the drafting and design of all types of buildings, from small residential types to the largest commercial and industrial structures.
CAD is used for detailed engineering of 3D models or 2D drawings of physical components, but it is used throughout the engineering process from conceptual design and layout of products, through strength and dynamic analysis of assemblies to definition of manufacturing methods of components. It can be used to design objects such as jewelry, appliances, etc. Furthermore, many CAD applications now offer advanced rendering and animation capabilities so engineers can better visualize their product designs. 4D BIM is a type of virtual construction engineering simulation incorporating time or schedule related information for project management. CAD has become an important technology within the scope of computer-aided technologies, with benefits such as lower product development costs and a shortened design cycle. CAD enables designers to layout and develop work on screen, print it out and save it for future editing, saving time on their drawings. Computer-aided design is one of the many tools used by engineers and designers and is used in many ways depending on the profession of the user and the type of software in question.
CAD is one part of the whole digital product development activity within the product lifecycle management processes, as such is used together with other tools, which are either integrated modules or stand-alone products, such as: Computer-aided engineering and finite element analysis Computer-aided manufacturing including instructions to computer numerical control machines Photorealistic rendering and motion simulation. Document management and revision control using product data management. CAD is used for the accurate creation of photo simulations that are required in the preparation of environmental impact reports, in which computer-aided designs of intended buildings are superimposed into photographs of existing environments to represent what that locale will be like, where the proposed facilities are allowed to be built. Pote
Chapel Hill, North Carolina
Chapel Hill is a town in Orange and Durham counties in the U. S. state of North Carolina. Its population was 57,233 in the 2010 census. Chapel Hill and the state capital, make up the corners of the Research Triangle, with a total population of 1,998,808; the town is centered on Franklin Street, covering 21.3 square miles. It contains several buildings listed on the National Register of Historic Places; the University of North Carolina at Chapel Hill and UNC Health Care are a major part of the economy and town influence. Local artists have created many murals; the area was the home place of early settler William Barbee of Middlesex County, whose 1753 grant of 585 acres from John Carteret, 2nd Earl Granville was the first of two land grants in what is now the Chapel Hill-Durham area. Though William Barbee died shortly after settling there, one of his eight children, Christopher Barbee, became an important contributor to his father's adopted community and to the fledgling University of North Carolina.
Chapel Hill has developed along a hill. The Carolina Inn now occupies this site. In 1819, the town was developed around it; the town was chartered in 1851, its main street, Franklin Street, was named in memory of Benjamin Franklin. In 1969, a year after the city integrated its schools, Chapel Hill elected Howard Lee as mayor, it was the first majority-white municipality in the South to elect an African-American mayor. Serving from 1969 until 1975, Lee helped establish the town's bus system; some 30 years in 2002, the state passed legislation to provide free service to all riders on local buses. The bus operations are funded through Chapel Hill and Carrboro town taxes, federal grants, UNC student fees; the change has resulted in a large increase in ridership. Several hybrid and articulated buses have been added recently. All buses carry GPS transmitters to report their location in real time to a tracking web site. Buses can have wheelchair lifts. In 1993, the town founded the Chapel Hill Museum; this cultural community resource "exhibiting the character and characters of Chapel Hill, North Carolina" includes among its permanent exhibits Alexander Julian, History of the Chapel Hill Fire Department, Chapel Hill's 1914 Fire Truck, The James Taylor Story, Farmer/James Pottery, The Paul Green Legacy.
In addition to the Carolina Inn, the Beta Theta Pi Fraternity House, Chapel Hill Historic District, Chapel Hill Town Hall, Chapel of the Cross, Gimghoul Neighborhood Historic District, Alexander Hogan Plantation, Old Chapel Hill Cemetery, Old East, University of North Carolina, Playmakers Theatre, Rocky Ridge Farm Historic District, West Chapel Hill Historic District are listed on the National Register of Historic Places. Chapel Hill is located in the southeast corner of Orange County, it is bounded on the west on the northeast by the city of Durham. However, most of Chapel Hill's borders are adjacent to unincorporated portions of Orange and Durham Counties rather than shared with another municipality. According to the United States Census Bureau, the town has a total area of 21.3 square miles, of which 21.1 square miles is land and 0.15 square miles is covered by water. Durham, North Carolina, is the core of the four-county Durham-Chapel Hill MSA, which has a population of 504,357 as of Census 2010.
The US Office of Management and Budget includes Chapel Hill as a part of the Raleigh-Durham-Cary Combined Statistical Area, which has a population of 1,749,525 as of Census 2010. Effective June 6, 2003, the Office of Management and Budget redefined the federal statistical areas and dismantled what had been for decades the Raleigh-Durham-Chapel Hill MSA, split them into two separate MSAs, though the region still functions as a single metropolitan area. According to the 2010 U. S. Census, 57,233 people in 20,564 households resided in Chapel Hill; the population density was 2,687 people per square mile. The racial composition of the town was 72.8% White, 9.7% African American, 0.3% Native American, 11.9% Asian, 0.02% Pacific Islander, 2.7% some other race, 2.7% of two or more races. About 6.4 % of the population was Latino of any race. Of the 20,564 households, 51.1% were families, 26.2% of all households had children under the age of 18 living with them, 40.2% were headed by married couples living together, 8.2% had a female householder with no husband present, 48.9% were not families.
About 30.6% of all households were made up of individuals, 7.7% had someone living alone, 65 years of age or older. The average household size was 2.35 and the average family size was 2.98. In the town, the population was distributed as 17.4% under the age of 18, 31.5% from 18 to 24, 23.6% from 25 to 44, 18.4% from 45 to 64, 9.2% who were 65 years of age or older. The median age was 25.6 years. For every 100 females, there were 87.2 males. For every 100 females age 18 and over, there were 83.6 males. According to estimates released by the U. S. Census Bureau, over the three-year period of 2005 through 2007, the median income for a household in the town was $51,690, for a family was $91,049. Males had a median income of $50,258 versus $32,917 for females; the per capita income for the town was $35,796. About 8.6% of families and 19.8% of the population were below the poverty line, including 8.6% of those under age 18 an
Atlus Co. Ltd. is a Japanese video game developer and distribution company based in Tokyo, a subsidiary of Sega. It is best known for developing the Megami Tensei, Etrian Odyssey and Trauma Center series, its corporate mascot is Jack Frost, a snowman-like enemy from their Shin Megami Tensei series. Atlus was established in April 1986, existed until the company was dissolved in October 2010 by Index Holdings. After the dissolution, the name Atlus continued as a brand used by Index Corporation for video game publishing until 2013. Atlus in its current incarnation was founded as Sega Dream Corporation in September 2013, a new shell corporation established by Sega. In November 2013, Sega Dream was renamed Index Corporation, following the bankruptcy of the original Index Corporation. In April 2014, Sega implemented a corporate spin-off in which the contents and solution businesses of Index were spun off as Index Corporation, while the rest of Index Corporation was renamed Atlus; the company has two internal divisions, P-Studio, responsible for managing the Persona series, Studio Zero, established in 2016 by many former members of P-Studio.
A North American branch of the company, Atlus USA was founded in 1991 in order to focus on publishing and localizing games for North America. Until 2017, Atlus did not have an office for publishing in PAL regions, resulting in the company partnering with multiple third-party publishers instead, such as Ghostlight, NIS America, Square Enix, Deep Silver. Atlus began in April 7, 1986 as a video game developer of computer games for other companies. In January 1987, Atlus started selling amusement equipment, it expanded into the sale of karaoke equipment in March 1989. Atlus released the first video game under its own name in 1989: Puzzle Boy for the Game Boy. Atlus started in the arcade industry in the 1990s by manufacturing its first arcade video game, BlaZeon, in 1992. In 1995, Atlus launched Print Club Arcades in partnership with Sega. Atlus entered the Tokyo Stock Exchange in 1997, listing on the JASDAQ. In its goal to further increase its presence in the amusement industry, Atlus acquired the manufacturer Apies from Yubis Corporation in 1999.
In 2000, Atlus formed a joint venture with Kadokawa Shoten to distribute and sell games. Atlus suffered from deficit financial results in both 1999 and 2000. To address the issue, Atlus established a management reform plan in 2001. In its restructuring efforts, Atlus sold two subsidiaries to their respective employees as part of a management buyout. On October 2001, Atlus acquired Career Soft, became the sole publisher of the Growlanser series: a real-time strategy role-playing game from the creators of the Langrisser series. In 2004, after the release of Growlanser IV, the majority of Career Soft's staff was merged into the main development team of Atlus where they worked on the Shin Megami Tensei: Devil Survivor games; as a developer brand, Career Soft was dissolved. On October 2003, Japanese toy company Takara acquired Atlus. On 21 November 2006 Index Holdings announced the acquisition of Atlus, effective on 30 October, purchased 7.7 million shares on 20 November 2006. Atlus became an Index Holdings subsidiary on 29 November 2006.
On March 2009, Atlus and Sting Entertainment announced a publishing partnership making Atlus the only publisher of Sting-developed games in Japan. On 17 September 2009, Index Holdings announced the separation of Atlus' amusement facility and related business into a subsidiary, New Entertainment Waves, effective on 1 December. One hundred seventy-two shares of the subsidiary's stock were transferred to Chushoukigyou Leisure on 1 December. On 30 August 2010, Index Holdings announced its merger with Atlus, with Index Holdings being the surviving company, effective on 1 October. After the merger, Index Holdings would continue to operate the Atlus brand. Although fans were concerned about the company's future, CEO Shinichi Suzuki said that Atlus would continue to provide the "finest quality game experiences possible" and the merger "further strengthens the foundation of Atlus, both in Japan and here in the United States." On 9 November 2010 Index Holdings announced its renaming to Index Corporation, to be confirmed at the shareholders meeting on 25 November 2010 and effective on 1 December.
From 2010 to 2013, Atlus, as a company, ceased to exist and its name became a brand of Index Corporation for video games in Japan. However, Atlus USA remained active and was renamed Index Digital Media, serving as the North American subsidiary for Index Corporation. Much like in Japan, video games continued to be released in that region under the Atlus name during this period. In June 2013, it was reported that Index Corporation filed for civil rehabilitation proceedings, facing bankruptcy with debts of ¥24.5 billion. An Atlus USA spokesperson said that Index Digital Media and the Atlus brand were unaffected by the proceedings. On 18 September 2013, it was reported that Sega Sammy Holdings won a bid to acquire the bankrupt Index for ¥14 billion. All Index operations, including the Atlus brand and Index Digital Media, were transferred to Sega Dream Corporation on 1 November 2013; that day, Sega announced that it would change the name of Sega Dream Corporation to Index Corporation. On 18 February 2014, Sega announced the separation of Index Corporation's contents and solution businesses into a new subsidiary, Index Corporation, renaming the old Index Corporation and its remaining digital game business division to Atlus effective 1 April 2014.
The new Atlus would include the foreign subsidiary, Index Digital Media, which would revert its name ba
The Xbox is a home video game console and the first installment in the Xbox series of consoles manufactured by Microsoft. It was released as Microsoft's first foray into the gaming console market on November 15, 2001, in North America, followed by Australia and Japan in 2002, it is classified as a sixth generation console, competing with Sony's PlayStation 2 and Nintendo's GameCube. It was the first console produced by an American company since the Atari Jaguar ceased production in 1996. Announced in 2000, the Xbox was graphically powerful compared to its rivals, featuring a 733 MHz Intel Pentium III processor, a processor that could be found on a standard PC, it was noted for its PC-like size and weight, was the first console to feature a built-in hard disk. In November 2002, Microsoft launched Xbox Live, a fee-based online gaming service that enabled subscribers to download new content and connect with other players through a broadband connection. Unlike online services from Sega and Sony, Xbox Live had support in the original console design through an integrated Ethernet port.
The service gave Microsoft an early foothold in online gaming and would help the Xbox become a competitor in the sixth-generation of consoles. The popularity of blockbuster titles such as Bungie's Halo 2 contributed to the popularity of online console gaming, in particular first-person shooters. Despite this, being in second position by the sales numbers—ahead of Nintendo's GameCube and Sega's Dreamcast—sales of the Xbox were always well behind Sony's PlayStation 2. Xbox's successor and the next console in the series, the Xbox 360, was launched in November 2005 as part of the seventh generation; the Xbox was discontinued soon after, beginning with Japan, Microsoft's worst-performing market, in 2005. Other countries followed suit in 2006; the last Xbox game in Europe was Xiaolin Showdown, released in June 2007, the last game in North America was Madden NFL 09 from EA Sports, released in August 2008. Support for out-of-warranty Xbox consoles was discontinued on March 2, 2009. Support for Xbox Live on the console ended on April 15, 2010.
In 1998, four engineers from Microsoft's DirectX team, Kevin Bachus, Seamus Blackley, Ted Hase and DirectX team leader Otto Berkes, disassembled some Dell laptop computers to construct a prototype Microsoft Windows-based video game console. The team hoped to create a console using a standardized set of hardware to compete with Sony's upcoming PlayStation 2, luring game developers away from the Windows platform; the team approached Ed Fries, the leader of Microsoft's game publishing business at the time, pitched their "DirectX Box" console based on the DirectX graphics technology developed by Berkes's team. Fries decided to support the team's idea of creating a Windows DirectX based console. During development, the original DirectXbox name was shortened to Xbox. Microsoft's marketing department did not like the Xbox name, suggested many alternatives. During focus testing, the Xbox name was left on the list of possible names to demonstrate how unpopular the Xbox name would be with consumers. However, consumer testing revealed that Xbox was preferred by far over the other suggested names and "Xbox" became the official name of the product.
It was Microsoft's first video game console after collaborating with Sega to port Windows CE to the Dreamcast console. Microsoft delayed the console, first mentioned publicly in late 1999 during interviews with Microsoft's then-CEO Bill Gates. Gates stated: "we want Xbox to be the platform of choice for the best and most creative game developers in the world"; the Xbox was announced at the Game Developers Conference on March 10, 2000. Audiences were impressed by the console's technology. At the time of Gates's announcement, Sega's Dreamcast sales were diminishing and Sony's PlayStation 2 was just going on sale in Japan. Gates was in talks with Sega's late chairman Isao Okawa about the possibility of Xbox compatibility with Dreamcast games, but negotiations fell apart over whether or not the Dreamcast's SegaNet online service should be implemented; the Xbox was unveiled to the public by Gates and guest professional wrestler The Rock at CES 2001 in Las Vegas on January 3, 2001. Microsoft announced Xbox's release prices at E3 2001 in May.
Most Xbox launch titles were unveiled at E3, most notably Halo: Combat Evolved and Dead or Alive 3. Due to the immense popularity of gaming consoles in Japan, Microsoft delayed the release of the Xbox in Europe to focus on the Japanese video game market. Although delayed, the European release proved to be more successful than the launch of the Xbox in Japan; some of Microsoft's plans proved effective. In preparation for its launch, Microsoft acquired Bungie and used Halo: Combat Evolved as its launch title. At the time, GoldenEye 007 for the Nintendo 64 had been one of the few hit FPS games to appear on a console, as well as titles such as Perfect Dark and Medal of Honor. Halo: Combat Evolved proved a good application to drive the Xbox's sales. In 2002, Microsoft made the second place slot in consoles sold in North America; the Xbox Live service gave Microsoft an early foothold in online gaming and would help the Xbox become a relevant competitor to other sixth-generation consoles. In 2002, the Independent Television Commission banned a television advertisement for the Xbox in the United Kingdom after complaints that it was "offensive, shocking and in bad taste".
It depicted a mother giving birth to a baby boy, fired like a projectile through a window aging as he flies through the air. The advertisement ends with an old man crash-landing into his own grave and the slogan, "Life is short. Play more." The Xbox's successor, the Xbox 360, was announced on May 12, 2005 on MTV. It was the first n
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series, it competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was unveiled on MTV on May 12, 2005, with detailed launch and game information announced that month at the 2005 Electronic Entertainment Expo; the Xbox 360 features an online service, Xbox Live, expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to: play games online. In addition to online multimedia features, it allows users to stream media from local PCs. Several peripherals have been released, including wireless controllers, expanded hard drive storage, the Kinect motion sensing camera; the release of these additional services and peripherals helped the Xbox brand grow from gaming-only to encompassing all multimedia, turning it into a hub for living-room computing entertainment.
Launched worldwide across 2005–2006, the Xbox 360 was in short supply in many regions, including North America and Europe. The earliest versions of the console suffered from a high failure rate, indicated by the so-called "Red Ring of Death", necessitating an extension of the device's warranty period. Microsoft released two redesigned models of the console: the Xbox 360 S in 2010, the Xbox 360 E in 2013; as of June 2014, 84 million Xbox 360 consoles have been sold worldwide, making it the seventh-highest-selling video game console in history, the highest-selling console made by an American company. Although not the best-selling console of its generation, the Xbox 360 was deemed by TechRadar to be the most influential through its emphasis on digital media distribution and multiplayer gaming on Xbox Live; the Xbox 360's successor, the Xbox One, was released on November 22, 2013. On April 20, 2016, Microsoft announced that it would end the production of new Xbox 360 hardware, although the company will continue to support the platform.
Known during development as Xbox Next, Xbox 2, Xbox FS or NextBox, the Xbox 360 was conceived in early 2003. In February 2003, planning for the Xenon software platform began, was headed by Microsoft's Vice President J Allard; that month, Microsoft held an event for 400 developers in Bellevue, Washington to recruit support for the system. That month, Peter Moore, former president of Sega of America, joined Microsoft. On August 12, 2003, ATI signed on to produce the graphic processing unit for the new console, a deal, publicly announced two days later. Before the launch of the Xbox 360, several Alpha development kits were spotted using Apple's Power Mac G5 hardware; this was because the system's PowerPC 970 processor running the same PowerPC architecture that the Xbox 360 would run under IBM's Xenon processor. The cores of the Xenon processor were developed using a modified version of the PlayStation 3's Cell Processor PPE architecture. According to David Shippy and Mickie Phipps, the IBM employees were "hiding" their work from Sony and Toshiba, IBM's partners in developing the Cell Processor.
Jeff Minter created the music visualization program Neon, included with the Xbox 360. The Xbox 360 was released on November 2005, in the United States and Canada, it was launched in Mexico, Chile, Hong Kong, South Korea, Australia, New Zealand, South Africa and Russia. In its first year on the market, the system launched in 36 countries, more countries than any other console has launched in a single year. In 2009, IGN named the Xbox 360 the sixth-greatest video game console of all time, out of a field of 25. Although not the best-selling console of the seventh-generation, the Xbox 360 was deemed by TechRadar to be the most influential, by emphasizing digital media distribution and online gaming through Xbox Live, by popularizing game achievement awards. PC Magazine considered the Xbox 360 the prototype for online gaming as it "proved that online gaming communities could thrive in the console space". Five years after the Xbox 360's original debut, the well-received Kinect motion capture camera was released, which set the record of being the fastest selling consumer electronic device in history, extended the life of the console.
Edge ranked Xbox 360 the second-best console of the 1993–2013 period, stating "It had its own social network, cross-game chat, new indie games every week, the best version of just about every multiformat game... Killzone is no Halo and nowadays Gran Turismo is no Forza, but it's not about the exclusives—there's nothing to trump Naughty Dog's PS3 output, after all. Rather, it's about the choices Microsoft made back in the original Xbox's lifetime; the PC-like architecture meant the early EA Sports games ran at 60fps compared to only 30 on PS3, Xbox Live meant every dedicated player had an existing friends list, Halo meant Microsoft had the killer next-generation exclusive. And when developers demo games on PC now they do it with a 360 pad—another industry benchmark, a critical one." The Xbox 360 began production only 69 days before launch, Microsoft was not able to supply enough systems to meet initial consumer demand in Europe or North America, selling out upon release in all regions except in Japan.
Forty thousand units were offered for sale on auction site eBay during the initial week of
Dance on Broadway
Dance on Broadway is a 2010 rhythm game for the Wii and PlayStation 3. Published by Ubisoft - creators of the Just Dance video game franchise - Dance on Broadway is a dance-based music game but with songs taken from stage musicals rather than popular music. In addition, it is part of the Just Dance franchise; the game has one main game mode, in which players can choose from any of the game's 20 tracks and attempt - singly or with up to three additional players - to follow the on-screen dancers and instructions using the Wii remote. Most songs feature all players performing the same moves in synch with one another, but some involve individual steps for certain players. Different steps for different players are represented through the use of different-colored silhouettes and on-screen dancers. Players are scored on how their actions follow the actions on-screen and on how many consecutive successful moves they make. A progress bar displays the players' points throughout the song and a winner is revealed at the end of each track.
The game includes 20 showtunes: A "" indicates that the song is on Just Dance. A "" indicates that the song is on Just Dance 4. A "" indicates that the song is on Just Dance 2014. A "" indicates that the song is on Just Dance: Best Of A "" indicates that the song is on Just Dance: Disney Party. A "" indicates that the song is a DLC on Just Dance 3; the Wii version received "generally unfavorable reviews" according to the review aggregation website Metacritic. The Observer called "the short, 20 song line-up...disappointing" and complained that the Wii version's motion-tracking "fails miserably", but conceded that this flaw "doesn't detract from the fun of the game in the slightest." GameFocus criticized the absence of a career mode, saying that said console version is "lacking in terms of a sense of progression and/or accomplishment" but called it as an easy-to-pick-up game for younger players. The Daily Telegraph gave the same Wii version a score of six out of ten and said that the controls were "a little ropy and its depth lacking, but these aren't concerns that will trouble the audience it's aimed at.
Not only that, but it's tremendous entertainment value. Just ask my other half, she hasn't laughed this much in ages." However, The Guardian gave it a score of two stars out of five and said that it "will appeal to fans of Just Dance, of show tunes, of games that provide an excuse to get up and throw yourself around your front room. Lyrics are displayed during the songs to allow players to sing along and as a party game it will provide plenty of cheap giggles; some people will love it. And they knew they would from the moment they saw the title." Common Sense Media gave the same console version two stars out of five and said it was "noteworthy for the fact that it celebrates Broadway music -- something not many games can say -- but it is not a worthwhile gaming experience." Official website Dance on Broadway at MobyGames