Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
The skull is a bony structure that forms the head in vertebrates. It provides a protective cavity for the brain; the skull is composed of two parts: the mandible. In the human, these two parts are the neurocranium and the viscerocranium or facial skeleton that includes the mandible as its largest bone; the skull forms the anterior most portion of the skeleton and is a product of cephalisation—housing the brain, several sensory structures such as the eyes, ears and mouth. In humans these sensory structures are part of the facial skeleton. Functions of the skull include protection of the brain, fixing the distance between the eyes to allow stereoscopic vision, fixing the position of the ears to enable sound localisation of the direction and distance of sounds. In some animals such as horned ungulates, the skull has a defensive function by providing the mount for the horns; the English word "skull" is derived from Old Norse "skulle", while the Latin word cranium comes from the Greek root κρανίον.
The skull is made up of a number of fused flat bones, contains many foramina, fossae and several cavities or sinuses. In zoology there are openings in the skull called fenestrae. For details and the constituent bones, see Neurocranium and Facial skeleton The human skull is the bony structure that forms the head in the human skeleton, it forms a cavity for the brain. Like the skulls of other vertebrates, it protects the brain from injury; the skull consists of two parts, of different embryological origin—the neurocranium and the facial skeleton. The neurocranium forms the protective cranial cavity that surrounds and houses the brain and brainstem; the upper areas of the cranial bones form the calvaria. The membranous viscerocranium includes the mandible; the facial skeleton is formed by the bones supporting the face Except for the mandible, all of the bones of the skull are joined together by sutures—synarthrodial joints formed by bony ossification, with Sharpey's fibres permitting some flexibility.
Sometimes there can be extra bone pieces within the suture known as sutural bones. Most these are found in the course of the lambdoid suture; the human skull is considered to consist of twenty-two bones—eight cranial bones and fourteen facial skeleton bones. In the neurocranium these are the occipital bone, two temporal bones, two parietal bones, the sphenoid and frontal bones; the bones of the facial skeleton are the vomer, two inferior nasal conchae, two nasal bones, two maxilla, the mandible, two palatine bones, two zygomatic bones, two lacrimal bones. Some sources count the maxilla as having two bones; some of these bones—the occipital, frontal, in the neurocranium, the nasal and vomer, in the facial skeleton are flat bones. The skull contains sinuses, air-filled cavities known as paranasal sinuses, numerous foramina; the sinuses are lined with respiratory epithelium. Their known functions are the lessening of the weight of the skull, the aiding of resonance to the voice and the warming and moistening of the air drawn into the nasal cavity.
The foramina are openings in the skull. The largest of these is the foramen magnum that allows the passage of the spinal cord as well as nerves and blood vessels; the many processes of the skull include the zygomatic processes. The skull is a complex structure; the skull roof bones, comprising the bones of the facial skeleton and the sides and roof of the neurocranium, are dermal bones formed by intramembranous ossification, though the temporal bones are formed by endochondral ossification. The endocranium, the bones supporting the brain are formed by endochondral ossification, thus frontal and parietal bones are purely membranous. The geometry of the skull base and its fossae, the anterior and posterior cranial fossae changes rapidly; the anterior cranial fossa changes during the first trimester of pregnancy and skull defects can develop during this time. At birth, the human skull is made up of 44 separate bony elements. During development, many of these bony elements fuse together into solid bone.
The bones of the roof of the skull are separated by regions of dense connective tissue called fontanelles. There are six fontanelles: one anterior, one posterior, two sphenoid, two mastoid. At birth these regions are fibrous and moveable, necessary for birth and growth; this growth can put a large amount of tension on the "obstetrical hinge", where the squamous and lateral parts of the occipital bone meet. A possible complication of this tension is rupture of the great cerebral vein; as growth and ossification progress, the connective tissue of the fontanelles is invaded and replaced by bone creating sutures. The five sutures are the two squamous sutures, one coronal, one lambdoid, one sagittal suture; the posterior fontanelle closes by eight weeks, but the anterior fontanel can remain open up to eighteen months. The anterior fontanelle is located at the junction of the parietal bones. Careful observation will show that you can count a baby's heart
Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings. It is an axonometric projection in which the three coordinate axes appear foreshortened and the angle between any two of them is 120 degrees; the term "isometric" comes from the Greek for "equal measure", reflecting that the scale along each axis of the projection is the same. An isometric view of an object can be obtained by choosing the viewing direction such that the angles between the projections of the x, y, z axes are all the same, or 120°. For example, with a cube, this is done by first looking straight towards one face. Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of 35.264° about the horizontal axis. Note that with the cube the perimeter of the resulting 2D drawing is a perfect regular hexagon: all the black lines have equal length and all the cube's faces are the same area. Isometric graph paper can be placed under a normal piece of drawing paper to help achieve the effect without calculation.
In a similar way, an isometric view can be obtained in a 3D scene. Starting with the camera aligned parallel to the floor and aligned to the coordinate axes, it is first rotated vertically by about 35.264° as above ±45° around the vertical axis. Another way isometric projection can be visualized is by considering a view within a cubical room starting in an upper corner and looking towards the opposite, lower corner; the x-axis extends diagonally down and right, the y-axis extends diagonally down and left, the z-axis is straight up. Depth is shown by height on the image. Lines drawn along the axes are at 120° to one another; the term "isometric" is mistakenly used to refer to axonometric projections, generally. There are, however three types of axonometric projections: isometric and trimetric. From the two angles needed for an isometric projection, the value of the second may seem counterintuitive and deserves some further explanation. Let’s first imagine a cube with sides of length 2, its center positioned at the axis origin.
We can calculate the length of the line from its center to the middle of any edge as √2 using Pythagoras' theorem. By rotating the cube by 45° on the x-axis, the point will therefore become as depicted in the diagram; the second rotation aims to bring the same point on the positive z-axis and so needs to perform a rotation of value equal to the arctangent of 1⁄√2, 35.264°. There are eight different orientations to obtain an isometric view, depending into which octant the viewer looks; the isometric transform from a point ax,y,z in 3D space to a point bx,y in 2D space looking into the first octant can be written mathematically with rotation matrices as: = = 1 6 where α = arcsin ≈ 35.264° and β = 45°. As explained above, this is a rotation around the vertical axis by β, followed by a rotation around the horizontal axis by α; this is followed by an orthographic projection to the xy-plane: =
Chinese Crested Dog
The Chinese crested dog is a hairless breed of dog. Like most hairless dog breeds, the Chinese crested comes in two varieties and without fur, which are born in the same litter: the Powderpuff and the Hairless; this breed is considered small. At first look, the Hairless and Powderpuff varieties of Chinese crested dogs appear to be two different breeds, but hairlessness is an incomplete dominant trait within a single breed; the Hairless has soft, humanlike skin, as well as tufts of fur on its paws and tail and long, flowing hair on its head. In addition to being an incomplete dominant gene, the "hairless" gene has a prenatal lethal effect when homozygous. Zygotes affected with double hairless genes never develop into puppies, are reabsorbed in the womb. All hairless; the Hairless variety can vary in amount of body hair. Fur on the muzzle, known as a beard, is not uncommon. A true Hairless does not have as much furnishings; the difference between a hairy Hairless and a Powderpuff is that the Hairless has a single coat with hairless parts on the body, while the Powderpuff has a thick double coat.
The skin of the Hairless comes in a variety of colors. Hairless Cresteds lack a full set of premolar teeth, but this is not considered a fault. A Powderpuff has a soft coat. Both Hairless and Powderpuff varieties can appear in the same litter; the look of the Powderpuff varies according to. When its fur is grown out on its face, it resembles a terrier; the Powderpuff Chinese crested dog is an elegant and graceful dog who makes a loving companion and entertaining. The Puff's coat is silky soft. Ears are erect; the amount of body hair on the Hairless variety varies quite extensively, from the true hairless which has little or no body hair and furnishings, to what is called a "hairy hairless", which, if left ungroomed grows a near-full coat of hair. These hairy hairless are not a mix between Powderpuffs and Hairless Chinese crested dogs, but are a result of a weaker expression of the variable Hairless gene; the mutation responsible for the hairless trait was identified in 2008. Both varieties require certain amounts of grooming.
The Powderpuff is covered with a double soft, straight coat. Although a Puff's coat does not continuously grow, it can grow to be quite long at full length. A weekly bath & frequent brushing will help prevent matting. For an optimal coat, never brush when dry or dirty. A light spray of water, or grooming spray to their coat is recommended before brushing. Many choose to shave their Puff in a "Pony Cut" leaving long hair on bottom of legs, tail and crest for an easy care coat. Puffs are clean and have no odor; this breed has "little to no shedding".. Maintenance of the Hairless variety's skin is similar to maintaining human skin and as such it can be susceptible to acne and sunburn. Hypoallergenic or oil-free moisturizing cream can keep the skin from becoming too dry when applied every other day or after bathing. Burning can occur in regions that are subject to strong UV radiation in lighter-skinned dogs. Many owners apply baby sunscreen to their pets before spending time in strong sun; some Cresteds have skin allergies to Lanolin, so be cautious when using any products that contain it.
Unless the dog is a "True" Hairless, trimming and/or shaving is performed to remove excess hair growth. The Chinese crested dog is further distinguished by its hare foot, as opposed to the cat foot common to most other dogs; because of this the quicks of Cresteds run deeper into their nails, so care must be taken not to trim the nails too short to avoid pain and bleeding. Powderpuffs enjoy getting outdoors for daily exercise, they are great for apartment or city living, but being versatile love country living and long hikes. Being a intelligent breed, this dog does well in obedience type sports. Consistency is a must, however this breed can be sensitive and should have a gentle trainer; the Powderpuff is great at performing tricks. The Powderpuff is not affected by many of the congenital diseases found in other toy breeds, they are, prone to some of these conditions listed. Eye problems such as lens luxation, PRA, luxating patellas, Legg-Perthes disease; the Powderpuff should have full dentition, not missing or crooked teeth, as is accepted in their sibling the Hairless variety.
Cresteds have what is called a "primitive mouth." This means. Hairless varieties of the Cresteds can be prone to poor dentition. Poor dentition may include missing or crowded teeth and teeth prone to decay when not properly cared for. Most dogs of the Puff variety have few, if any, dental defects. Eyes are a concern within the breed, with many suffering from a painful and blinding inherited eye disease called Primary Lens Luxation; the Chinese Crested can have at least two forms of progressive retinal atrophy which can lead to blindness as well. For PLL and one of the forms of PRA, there exists a genetic test, to determine if a dog is a "carrier, clear, or affected." Prcd-PRA. Since the test for prcd-PRA can only reveal the existence of affected or carrier status of this one form of PRA, breeders and owners of the breed should still have regular eye exams by veterinary ophthalmolog
Bats are mammals of the order Chiroptera. Bats are more manoeuvrable than birds, flying with their long spread-out digits covered with a thin membrane or patagium; the smallest bat, arguably the smallest extant mammal, is Kitti's hog-nosed bat, 29–34 mm in length, 15 cm across the wings and 2–2.6 g in mass. The largest bats are the flying foxes and the giant golden-crowned flying fox, Acerodon jubatus, which can weigh 1.6 kg and have a wingspan of 1.7 m. The second largest order of mammals, bats comprise about 20% of all classified mammal species worldwide, with over 1,200 species; these were traditionally divided into two suborders: the fruit-eating megabats, the echolocating microbats. But more recent evidence has supported dividing the order into Yinpterochiroptera and Yangochiroptera, with megabats as members of the former along with several species of microbats. Many bats are insectivores, most of the rest are frugivores. A few species feed on animals other than insects. Most bats are nocturnal, many roost in caves or other refuges.
Bats are present throughout the world, with the exception of cold regions. They are important in their ecosystems for dispersing seeds. Bats provide humans at the cost of some threats. Bat dung has been used as fertiliser. Bats consume insect pests, they are sometimes numerous enough to serve as tourist attractions, are used as food across Asia and the Pacific Rim. They are natural reservoirs such as rabies. In many cultures, bats are popularly associated with darkness, witchcraft and death. An older English name for bats is flittermouse, which matches their name in other Germanic languages, related to the fluttering of wings. Middle English had bakke, most cognate with Old Swedish natbakka, which may have undergone a shift from -k- to -t- influenced by Latin blatta, "moth, nocturnal insect"; the word "bat" was first used in the early 1570s. The name "Chiroptera" derives from Ancient Greek: χείρ – cheir, "hand" and πτερόν – pteron, "wing"; the delicate skeletons of bats do not fossilise well, it is estimated that only 12% of bat genera that lived have been found in the fossil record.
Most of the oldest known bat fossils were very similar to modern microbats, such as Archaeopteropus. The extinct bats Palaeochiropteryx tupaiodon and Hassianycteris kumari are the first fossil mammals whose colouration has been discovered: both were reddish-brown. Bats were grouped in the superorder Archonta, along with the treeshrews and primates. Modern genetic evidence now places bats in the superorder Laurasiatheria, with its sister taxon as Fereuungulata, which includes carnivorans, odd-toed ungulates, even-toed ungulates, cetaceans. One study places Chiroptera as a sister taxon to odd-toed ungulates; the phylogenetic relationships of the different groups of bats have been the subject of much debate. The traditional subdivision into Megachiroptera and Microchiroptera reflected the view that these groups of bats had evolved independently of each other for a long time, from a common ancestor capable of flight; this hypothesis recognised differences between microbats and megabats and acknowledged that flight has only evolved once in mammals.
Most molecular biological evidence supports the view that bats form a monophyletic group. Genetic evidence indicates that megabats originated during the early Eocene, belong within the four major lines of microbats. Two new suborders have been proposed. Yangochiroptera includes the other families of a conclusion supported by a 2005 DNA study. A 2013 phylogenomic study supported the two new proposed suborders. In the 1980s, a hypothesis based on morphological evidence stated the Megachiroptera evolved flight separately from the Microchiroptera; the flying primate hypothesis proposed that, when adaptations to flight are removed, the Megachiroptera are allied to primates by anatomical features not shared with Microchiroptera. For example, the brains of megabats have advanced characteristics. Although recent genetic studies support the monophyly of bats, debate continues about the meaning of the genetic and morphological evidence; the 2003 discovery of an early fossil bat from the 52 million year old Green River Formation, Onychonycteris finneyi, indicates that flight evolved before echolocative abilities.
Onychonycteris had claws on all five of its fingers, whereas modern bats have at most two claws on two digits of each hand. It had longer hind legs and shorter forearms, similar to climbing mammals that hang under branches, such as sloths and gibbons; this palm-sized bat had short, broad wings, suggesting that it could not fly as fast or as far as bat species. Instead of flapping its wings continuously while flying, Onychonycteris alternated between flaps and
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
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