LovePlus is a dating sim developed and published by Konami for the Nintendo DS handheld video game console. It was released in Japan in 2009. Several updates and sequels have followed, including one for iOS in 2011, it has not been released outside Japan. Protagonist /Player A second year High School student just transferred to Towano High School. Soon after, he joins the library committee, the tennis club and a part-time job at a family restaurant. He's the only character the player can name in the game, they can choose to refer in first person as ore or boku. In the LovePlus Rinko Days manga, his name is Wataru Aikawa. Manaka Takane Voiced by: Saori Hayami A second-year high school student who goes to the same after-school tennis club with the protagonist, she comes from a well-off family and has lived a sheltered life, having no experience in many "normal" things like eating a hamburger combo, going out with her friends after the club, or watching TV. Her classmates shy away from her perfectionism, why she has few friends.
Rinko Kobayakawa Voiced by: Sakura Tange A first-year high school student who the protagonist meets after being forced to join the library committee. She wears earphones and has an attitude that keeps people away from her. Rinko's attitude stems from her feeling alienated and unwanted in her home after her father remarried, bringing a new mother and younger brother into the house. "Whenever I am home, the atmosphere darkens", as Rinko described. She wanders the streets after school, she likes punk fighting games. The character concept was taken from Haruki Murakami's "Dance, Dance" character "Yuki". Nene Anegasaki Voiced by: Yūko Minaguchi A third-year high school student working part-time in a family restaurant, where the protagonist meets her, she is the dependable big sister from. She likes housework and horror movies. In an early development setting she was meant to be a college student with light makeup; the latter remained part of her appearance during game release. In November 2009, a Japanese man and player of LovePlus "married" this character, provoking widespread media attention.
LovePlus+ is the same as the original LovePlus, although with new content, including field trips, fitness modes, sick days, Taisen Puzzle-Dama, capsule toys and more. Everything from the original game makes an appearance in LovePlus+, along with many new ways to interact with the girls. Data can be transferred from the original game to LovePlus+. Anti-piracy measures have been upgraded; the game was released in Japan on June 24, 2010. LovePlus i is an iOS app, released on December 12, 2011. Manaka and Nene are sold separately for 600 yen each. In early 2010 Kodansha announced that it would launch LovePlus spinoff manga serials starting in April through early May in five different Kodansha magazines: Monthly Shōnen Rival Bessatsu Shōnen Magazine Monthly Young Magazine Magazine E-no good! AfternoonManaka and Nene each have their own storyline LovePlus Manaka Days by Mikami Akitsu in Rival LovePlus Rinko Days by Kōji Seo in Bessatsu LovePlus Nene Days by Takaki Kugatsu in Young LovePlus Girls Talk by Daisuke Sakura in Magazine E-no LovePlus Her Past by Hiroaki Wakamiya in good!
Afternoon A sequel was released for the Nintendo 3DS on February 2012 titled New LovePlus. An updated version of New LovePlus called New LovePlus+ was released for Nintendo 3DS on March 27, 2014. LovePlus Collection is based on the original game, but it is made for mobile phones and uses a card battle system to develop the player's relationship with the girls, it features a new character, Akira Yukino, a sophomore. It was released as a standalone app at iTunes and Google Play on April 18, 2013. LovePlus's official site
GuitarFreaks and DrumMania
GuitarFreaks is a music video game series produced by Konami. It is a rhythm game where the player uses a controller to simulate the playing of an electric guitar; the game consists of music predominantly from the rock music and roll and J-pop genres. It is considered one of the most influential video games of all time, for having laid the foundations for popular guitar-based rhythm games, such as the Guitar Hero series. Working Designs attempted to bring Guitar Freaks PlayStation 2 games in the U. S. but patent problems with the guitar controller prevented the project from moving forward. The game is now in its nineteenth version, GuitarFreaks V8, released in March 28, 2011, it was speculated to be the final release of GuitarFreaks V. A spin-off series, GuitarFreaks XG was released in Japanese arcades on March 10, 2010, which added two more buttons to the fret bar. A sequel, GuitarFreaks XG2, was released on March 9, 2011. Another sequel, GuitarFreaks XG3, was released on Feb. 23, 2012. DrumMania is a drumming music video game series produced by Bemani, the musical division of Konami Digital Entertainment, Inc..
It first released in 1999 as an arcade game subsequently ported to the Sony PlayStation 2 in Japan in 2000 as a launch title. Subsequent mixes have been released once a year. In 2010, a series XG was introduced, adding a floor tom, left cymbal and left pedal to the cabinet setup. To focus on the new game, development ceased for the original version, with the last mix V8 released in 2011; the most recent arcade version is DrumMania XG2, released on March 9, 2011. The game can be linked to its guitar-version sibling Guitarfreaks, allowing for cooperative play as long as they are from the same release. Earlier versions of the game could be linked with Keyboardmania. From 7th mix onwards, the game has been linked to Konami's e-Amusement system, allowing for online competitive play. GuitarFreaks was released on February 16, 1999, it uses the Bemani System 573 Analog hardware. DrumMania was released on July 1999 along with GuitarFreaks 2ndMix; these versions included 26 and 33 songs and could be linked together to play 14 common songs.
Subsequent versions used digital hardware and featured larger song lists surpassing 120 songs. The GuitarFreaks version number continued having an increment of one compared to the equivalent DrumMania version until GuitarFreaks 11thMix and DrumMania 10thMix on April 22, 2004. Although the series saw 11 main arcade releases for the System 573, only the first four received home ports. Two of these are GuitarFreaks games for the original PlayStation console: GuitarFreaks was released on July 29, 1999, it features a total of 18 songs: 12 from its arcade counterpart, 3 previews from 2ndMix and 3 unique songs. It features Key Disc technology to allow play of GuitarFreaks Append 2ndMix. GuitarFreaks Append 2ndMix was released on February 24, 2000, it features a total of 45 songs: 17 from its predecessor, 17 from its arcade counterpart and 11 original songs. As an Append Disc, 2ndMix functions like an expansion pack, requiring the first GuitarFreaks to be loaded as a Key Disc before play. DrumMania home ports are exclusive to the PlayStation 2.
The first is DrumMania, the drum counterpart to GuitarFreaks 2ndMix. The game's two immediate sequels were released as GuitarFreaks & DrumMania: DrumMania was released on March 4, 2000 as a launch title for the PlayStation 2. GuitarFreaks 3rdMix & DrumMania 2ndMix was released on September 13, 2000. GuitarFreaks 4thMix & DrumMania 3rdMix was released on September 20, 2001. No home ports were released for the seven other System 573 sequels. Instead, songs from these arcade games are included in future titles for the PlayStation 2: the Masterpiece series, with a total of 150 songs split between two releases, home ports of the V series, with 46 revivals split between three releases and unavailable in Masterpiece. In 2005, the GuitarFreaks & DrumMania series was upgraded to Bemani Python 2 hardware, powered by the PlayStation 2, the same hardware that became used in the Dance Dance Revolution SuperNova series; this eased the development of home ports, which saw a reduced song list, but functioned nearly identically to their arcade counterparts.
Three versions of the guitar and drum games utilized this platform: GuitarFreaks & DrumMania V was released on February 23, 2005 for arcades and March 16, 2006 for the PlayStation 2. The arcade version features 271 songs: 118 new additions, 125 from the previous version and 28 from older versions; the home version of V is limited to 68 songs, of which 49 are from the arcade version, 16 are revivals from GF5/DM4 to GF11/DM10 and three are V2 previews. GuitarFreaks & DrumMania V2 was released on November 24, 2005 for arcades and November 22, 2006 for the PlayStation 2; the arcade version features 363 songs: 93 new additions, 270 from V and 25 from older versions. The home version of V2 is limited to 67 songs, of which 44 are from the arcade version, 18 are revivals, three are V3 previews and another two are unique songs featured in V4. GuitarFreaks & DrumMania V3 was released on September 13, 2006 for arcades and October 4, 2007 for the PlayStation 2; the arcade version features 417 songs: 357 from V2 and 14 from older versions.
The home version of V3 is limited to 80 songs, of which 46 are from the arcade version, 21 are revivals, 12 are console originals and one is from V. Two ot
TwinBee is a video game series composed of cartoon-themed vertical-scrolling shoot-'em-up games produced by Konami that were released in Japan. The series originated as a coin-operated video game titled TwinBee in 1985, followed by several home versions and sequels; the character designs of every game in the series since Detana!! TwinBee in 1991 were provided by Japanese animator Shuzilow HA, who planned and supervised most of the subsequent installments in the TwinBee series; the series inspired a radio drama adaptation that lasted three seasons in Japan, as well as an anime adaptation. The series centers around a blue bee-shaped anthropomorphic spacecraft named TwinBee, accompanied by a pink "female" counterpart known as WinBee. In most games, the first player controls TwinBee. A third ship exists named GwinBee, a green counterpart to TwinBee and WinBee who in most games serves as a power-up, but in some instances appear as a third playable spacecraft. In contrast to the serious sci-fi theme of Konami's Gradius series, the fictional universe of the TwinBee series is set in a cartoon-like world featuring several kinds of anthropomorphic creatures in addition to regular human characters.
The player control their spacecraft in most games shooting or punching at airborne enemies while throwing bombs on ground ones to Namco's Xevious. The main power-ups in the TwinBee are yellow bells that the player can uncover by shooting at the floating clouds; the player must shoot these bells to keep them afloat and after shooting them a number of times, they will change colors, allowing the player to add new abilities to their spacecraft. Despite being one of Konami's most prominent series in Japan during most of the 1990s, only a select few titles were localized for the foreign market; the second console game Moero! TwinBee; the second arcade game, Detana!! TwinBee had a limited international release under the name of Bells & Whistles; the original arcade game was featured in the Nintendo DS compilation Konami Classics Series: Arcade Hits under the name RainbowBell. TwinBee, released March 5, 1985: An original arcade vertical shooter, TwinBee plays similar to Namco's Xevious. Players use TwinBee or WinBee in a short string of six levels that repeats indefinitely, with a boss at the end of each.
A Family Computer and a MSX version were made in 1986. The Famicom version was re-released for the Game Boy Advance under Nintendo's Famicom Mini label in Japan only, it was released in North America as part of an arcade compilation for Nintendo DS in March, 2007, where it was renamed RainbowBell. TwinBee Deluxe, Released February 25, 2004: The Mobile Version just like a WinBee in a Deluxe Game. Mini Famicom: TwinBee, Released May 21, 2004: The Famicom Version was re-released for Game Boy Advance is part for Mini Famicom. 3D Classics: TwinBee, Released August 10, 2011: The game was redone in 3D and released on the Nintendo eShop under Nintendo's 3D Classics line. Moero TwinBee: Cinnamon-hakase o Sukue!, released on November 21, 1986 and in 1987 in America as Stinger, this is the first game in the TwinBee series, released in North America. Some enemy force kidnaps TwinBee, WinBee and GwinBee must rescue him; the Japanese version for the Family Computer Disk System in 1986, this game allowed up to three players simultaneously.
Unlike its predecessor, Stinger has horizontal shooter levels in addition to the vertical ones. Since the Disk System extension was not released in North America, the American version was released as a cartridge. Moero! TwinBee' was re-released in cartridge format in 1993 with a new easy mode added. TwinBee 3: Poko Poko Daimaō, released on September 29, 1989; this is the last game in the TwinBee series for the Famicom to be released and the third game in the series. It ditches Stinger's horizontal levels. Pop'n TwinBee, first released on October 12, 1990 in Japan and in Fall 1994 in Europe: A sequel for the Game Boy to the original TwinBee. In Japan, it is known as TwinBee Da!!. Despite the European title, the Japanese version predates the release of the Super Famicom version of Pop'n TwinBee by three years. A colorized version of the game is featured in Konami GB Collection Vol. 2 in Japan and Konami GB Collection Vol. 3 in Europe. A full remake is featured in TwinBee Portable for PlayStation Portable.
Detana!! TwinBee, first released on February 21, 1991: An arcade release ported to the PC Engine, Sharp X68000, PlayStation and Sega Saturn, it has no relation to the original and Famicom games. While not too different from its predecessors, gameplay wise, Detana! Improves vastly on graphics and audio, it introduces the current character cast, like TwinBee's and WinBee's characters and other characters that will remain in the subsequent games. It was the most popular game in the series in Japan and paved the way for so
Frogger is a 1981 arcade game developed by Konami. It was licensed for North American distribution by Sega-Gremlin and worldwide by Sega itself, it is regarded as a classic from the golden age of video arcade games, noted for its novel gameplay and theme. The object of the game is to direct frogs to their homes one by one by crossing a busy road and navigating a river full of hazards. Frogger was positively followed by several clones and sequels. By 2005, Frogger in its various home video game incarnations had sold 20 million copies worldwide, including 5 million in the United States; the game found its way including television and music. The objective of the game is to guide a frog to each of the empty "frog homes" at the top of the screen; the game starts depending on the settings used by the operator. Losing them all ends the game; the only player control is the 4 direction joystick used to navigate the frog. Frogger is two players alternating; the frog starts at the bottom of the screen, which contains a horizontal road occupied by cars and bulldozers speeding along it.
The player must guide the frog between opposing lanes of traffic to avoid becoming roadkill, which results in a loss of a life. After the road, there is a median strip separating the two major parts of the screen; the upper portion of the screen consists of a river with logs and turtles, all moving horizontally across the screen. By jumping on swiftly moving logs and the backs of turtles and alligators the player can guide their frog to safety; the player must avoid snakes and the open mouths of alligators. A brightly colored lady frog may be carried for bonus points; the top of the screen contains five "frog homes," which are the destinations for each frog. These sometimes contain lurking alligators; the game's opening tune is the first verse of a Japanese children's song called Inu No Omawarisan. Other Japanese tunes that are played during gameplay include the themes to the anime Hana no Ko Lunlun and Araiguma Rascal; the United States release kept the opening song intact and added "Yankee Doodle."
Softline in 1982 stated that "Frogger has earned the ominous distinction of being'the arcade game with the most ways to die.'" There are many different ways to lose a life, including: being hit by or running into a road vehicle, jumping into the river's water, running into snakes, otters or an alligator's jaws in the river, jumping into a home invaded by an alligator, staying on top of a diving turtle until it has submerged, riding a log, alligator, or turtle off the side of the screen, jumping into a home occupied by a frog, jumping into the side of a home or the bush, or running out of time. When all five frogs are in their homes, the game progresses to the next level with increased difficulty. After five levels, the game gets easier before yet again getting progressively harder after each level; the player has 30 seconds. Every forward step scores 10 points, every frog arriving safely home scores 50 points. 10 points are awarded per each unused 1⁄2 second of time. Guiding a lady frog home or eating a fly scores 200 points each, when all 5 frogs reach home to end the level the player earns 1,000 points.
A single bonus frog is 20,000 points. 99,990 points is the maximum high score. Frogger was ported to many contemporary home systems. Several platforms were capable of accepting both ROM cartridges and magnetic media, so systems such as the Commodore 64 received multiple versions of the game. Sierra On-Line gained the magnetic media rights and sublicensed them to developers who published for systems not supported by Sierra; because of that the Atari 2600 received multiple releases: a cartridge and a cassette for the Supercharger. Sierra released disk and/or tape ports for the C64, Apple II, the original 128K Macintosh, IBM PC, Atari 2600 Supercharger, as well as cartridge versions for the TRS-80 Color Computer Parker Brothers received the license from Sega for cartridge versions and produced cartridge ports of Frogger for the Atari 2600, Atari 5200, ColecoVision, Atari 8-bit family, TI-99/4A, VIC-20, Commodore 64. Parker Brothers sold three million cartridges, it was the company's most successful first-year product, beating the sales and revenues of its previous best-seller, Merlin.
Coleco released stand-alone Mini-Arcade tabletop versions of Frogger, along with Pac-Man and Donkey Kong, sold three million units combined. Frogger was ported to the 1983 Gakken Compact Vision TV Boy as one of the 6 launch titles. Ed Driscoll reviewed the Atari VCS version of Frogger in The Space Gamer No. 58. Driscoll commented that, "All in all, if you liked the arcade version, this should save you a lot of quarters; the price is in line with most cartridges. It proves that Atari isn't the only one making home versions of the major arcade games for the VCS."Danny Goodman of Creative Computing Video & Arcade Games wrote in 1983 that the Atari 2600 version of Frogger, "is one of the most detailed translations I have seen", noting the addition of the wraparound screen. In 2013, Entertainment Weekly named Frogger
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
F-1 Spirit (series)
F-1 Spirit is a series of Formula One-based racing video games developed and published by Konami starting on the MSX in 1987. F-1 Spirit: The Way to Formula-1 is a top down Formula One Racing game and published by Konami, released for the MSX in Japan and Europe in 1987; the game engine is similar to Konami's Road Fighter. It features Konami's custom sound chip called Konami SCC, great MSX1 graphics to go with it, it was one of the first ROM on MSX with this sound feature. Together with its "3D" spinoff, F-1 Spirit: The Way to Formula-1 was the most extended racing game Konami released for the MSX; this third-person racing game features many different types of cars. Everything starts with stock cars, moving up to rally cars and Formula 3; the main goal is to finish at the king class of racing. There are six types of races: Stock race, Rally, F3 race, F3000 race, Endurance race, F1 races; the player can only race in the stock, rally and F3 races. As the player win races, he will accumulate points.
If the player finish a race at first place he will receive nine points. He gets eight points if he finishes etc.. If the player finish 10th or he will not score any points. There are 16 different tracks for F1 cars; as the player wins races, he will be able to play more tracks in the F1 car category. To complete the game, you have to win all of the 16 F1 tracks. There's a grand total of 21 tracks; the first races are the easiest ones: the cars are slow and the enemies do not drive well. But as the player classify for new tracks the difficulty will increase: F1 cars are insanely fast and you will need a great agility to win in F1 tracks. Though they look impossible to control at first, with some practice you can master the Formula 1 cars and win races, and if that's not enough, you can always show off your skills in multi player mode. The difficulty level can be set, the race track selected and the number of laps is variable; the field includes ready made and custom made cars. Avoiding the slower cars the player come up to lap can be crucial.
During a race, you can bump into the side boards and other obstacles. This will damage your car. In every track, there is a pit lane where you can repair your car. Top speed will decrease; this will make you lose time in every lap. When you are in the PIT STOP you can hold down the DOWN key to speed up car repairs. Fuel intake will be slower, though; the fuel consumption is determined by the RPM meter. Your car only consumes fuel. F1 tracks can not be won at the first race. To win an F1 race, try to memorize each curve and play each race several times to know where to brake and where to accelerate. An unlicensed Sega Master System port was released by Zemina in the same year, as F1 스피리트. A similar game, Chequered Flag, was released for the arcades in 1988. A special version of the original F-1 Spirit, A1 Spirit: The Way to Formula-1, was released as a pack-in with Panasonic's "Joy Handle" game controller; the chief differences is that it features futuristic vehicles instead of racing cars, different passwords, some bugfixes.
F-1 Spirit 3D Special is a full successor to the game, was released in 1988 for the MSX2+ spec. Unlike the original, this game uses scaling-based third-person graphics like Pole Position and the like, focuses on F-1 racing. In addition to the Free Run and Grand Prix modes, there is a two player Battle Mode; the difficulty level can be set, in Free Run a number of settings is variable. Cars are custom made, it was released on three floppy disks, it's the only game Konami developed for the MSX2+ spec. This game featured a special cable which allowed two MSX2+ computers to be linked via the second joystick port; this cable was sold separately under the name JE700 Multiplayer Link Cable, it was reverse-engineered by some enthusiasts for use in other games. Another thing that makes this game special is that it uses MSX-Music, the Yamaha YM2413 OPLL sound chip sold separately or built into various models of the MSX2+ and MSX turboR computers; this is the only game. Games distributed on floppy disk were accompanied by a SCC ROM cartridge, like Snatcher and SD Snatcher.
The original music was composed by Goro Kin. A similar product, F-1 Sensation, was released for the Family Computer in 1993, it is based around the 1992 Formula One season. F-1 Spirit ), released in North America as World Circuit Series and in Europe as The Spirit of F-1, was released for the Game Boy in 1991, it is a top-viewed racing game like the original. Players can compete in Formula 3, Formula 3000 and Formula 1. 25 different tracks from around the world are featured, with some of them only playable on the according class. As you rise in class, tracks become longer.
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