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- The Moon Dash Rhythm (work In Progress ) Mac Os X
Download DeSmuME - freeware Nintendo DS emulator by YopYop156.
Work This Body WALK THE MOON 2016 More by WALK THE MOON. Shut Up and Dance WALK THE MOON Anna Sun WALK THE MOON Tightrope WALK THE MOON One Foot WALK THE MOON Different Colors WALK THE MOON. An unused text graphic, titled Moonhuntreturn.tga. A leftover from the 2013 prototype, used by a rapping Mafia member in the prototype version of Mafia Town. The rapper, his stage, and his audience were all removed in the Alpha version of Mafia Town onwards, leaving this texture unused. An inventory icon of a mysterious moon.
Some time has passed since the latest release of the DeSmuME, but the development has not stopped. With this new release comes brand new Cocoa frontend designed to make playing more pleasant for Mac OSX users. Also a number of important bug fixes have been implemented. Compatibility has risen once more. Win32 nosse2 binary for Windows has had an updated and the OSX version is now compatible with Mountain Lion - both sound and video should work now.
NDeSmuME Version 0.9.11 (x64) 64-bit for Windows 10, Vista and Windows 7
NDeSmuME Version 0.9.11 (x86) 32-bit for Older PCs with Windows 10 32-bit Version, Windows 7 and WinXP
If you do not have Visual C++ 2010 Runtime installed on your Windows PC you will need to run this installer before installing DeSmuME as it depends on the DLLs from the Visual C++. Download BizHawk C++ Installer
BizHawk supports operating systems as old as Windows 7 SP1 64-bit.
.Net Framework v4.6.1
Visual C++ 2010 SP1 Runtime (x64)
Visual C++ 2013 Runtime (x64)
Visual C++ 2015 Runtime (x64)
DirectX Web Update (DirectX 9 is employed)
NDeSmuME 0.9.11 Mac (x86, x86-64, PowerPC) Latest DS emulator binaries for Apple Macintosh.
NDeSmuME OSX 0.9.8 mac.dmg file for OSX (now works on Mountin Lion)
NDeSmuME Version 0.9.6 for WinXP, Vista and Win7 and Windows 8
DeSmuME Version 0.9.6 focuses mainly on the DS rom emulation bug fixes and new features for fans of freeware homebrew games and apps as well as game developers. Most regular users will certainly find that the NDS-ROM support has increased significantly and Pokemon games like Pokemon Black and White runs at full speed with DeSmuME and no Action Replay hacks or cheats are needed. There are fewer crashes and gameplay improved significantly in the emulator. Prior to switching to the latest version of the emulator, make sure you save all the significant savestates of your games, because there could be some incompatibility between the game save files. So please backup your DFV files.
NDeSmuME Version 0.9.4 for Apple Mac OSX
Apple Mac OS X - gtk, Glade air and GTK interface users - DeSmuME DS emulator has introduced some small changes, as we have moved the location for all the configuration files and save state / game save files to ~/.config/desmume . Files such as. Desmume.ini will move automatically to the new directory, but you must manually copy DeSmuME game save files om Mac OSX.
NDeSmuME Version 0.9.4 for Windows XP, Vista, Win7
* Added New save autodetection and save file format and full rerecording support
mic input fixed - was nearly useless before
Action Replay code parser has been added, more robust cheats engine and dialog
More reliable and useful frameskipping
texcoordgen mode 3; fixes some ortho sprites and some entirely broken games
alternate flush mode HACK 3d config toggle, fixes some entirely broken 3d games
added missing autohold for L and R
hook the fake noise mic; use m to toggle
NDeSmuME Version 0.4.0- Corrected bug in the 3D, menu, improved the speed of execution.
DeSmuME Version 0.3.6- Added one key in order to play with some rom, Improved emulation speed (little 3 or 4 frame), Improved the compatibility with the roms.
DeSmuME Version 0.3.4- New Unofficial Build by Normmatt!
(Version 0.3.4 - 04/24/2006) - adds save state and preliminary SRAM save support
German NDeSmuME 0.4.0 - thanks for translating it Akxiv.
DeSmuME Version 0.3.3- latest stable version.
ENGLISH Version 0.3.3- thanks for translating it Vinnymac.
German Version 0.3.3- thanks for translating it Akxiv.
DeSmuME Version 0.3.0 English
DeSmuME Version 0.3.0 German
DeSmuME Version 0.0.3 English
Latest stable source code - for programmers.
DeSmuME is also known as YopYop DS is written in C++ for Microsoft Windows and can play Nintendo DS homebrew and commercial nds roms you can download from the internet.
The name DeSmuME derives from the popular use of ME in Nintendo DS products by homebrew developers. So DeSmuME would equal DSemuMe. Other popular uses of ME include:
LoadMe - a generic patcher for commercial DS roms that works with any GBA Flash Card,
PassMe - 'mod-chip' using which takes authentication from an original DS card an allows execution of unauthenticated DS rom code from the GBA cartridge slot / GBA flash card.
FlashMe - a hacked firmware for DS that allows you to start code in DS mode from a flash card in the GBA slot.
WifiMe - is a set of a custom drivers and software by FireFly for RALink based wireless network cards enabling to boot homebrew code on DS via Nintendo Wireless Multiboot method version 0.9.9 and version 1.0.0.b is getting closer to release.
The emulator its self is in French with user translations to English and other languages. Even if you download the French version of DeSmuME - it is easy to navigate through menus as it has a similar users interface to DSemu. It supports many homebrew nds rom demoes as well as a handful of Wireless Multiboot demo nds roms. DeSmuME is also able to emulate some of the commercial nds rom titles which other DS Emulators like iDeaS and Dualis aren't capable of doing so.
The Path | |
---|---|
Developer(s) | Tale of Tales |
Publisher(s) | Tale of Tales TransGaming (Mac OS X)[1] TopWare 1C Company[2] Zoo Corporation[3] |
Artist(s) | Auriea Harvey Michaël Samyn Laura Raines Smith |
Composer(s) | Jarboe Kris Force (Amber Asylum)[4] |
Platform(s) | Microsoft Windows Mac OS X[1] |
Release | March 18, 2009 May 7, 2009 (Mac OS X)[1] Autumn 2009 (Polish) December 11, 2009 (Russian)[5] July 7, 2010 (Japanese)[6] |
Genre(s) | Psychological horror, art |
Mode(s) | Single-player |
The Path is a psychological horrorart game[7] developed by Tale of Tales originally released for the Microsoft Windowsoperating system on March 18, 2009 in English and Dutch, and later ported to Mac OS X by TransGaming Technologies.
It is inspired by several versions of the fairy taleLittle Red Riding Hood, and by folklore tropes and conventions in general, but set in contemporary times. The player can choose to control one of six different sisters, who are sent one-by-one on errands by their mother to see their sick grandmother. The player can choose whether to stay on the path or to wander, where wolves are lying in wait.[8]
Gameplay[edit]
The Moon Dash Rhythm (work In Progress ) Mac Os 11
According to the developer, the game is not meant to be played in the traditional sense, in that there is no winning strategy. In fact, much of the gameplay requires the player to choose the losing path for the sisters to run into encounters which they (and the player) are meant to experience. Even the story narratives are not typical for a game, as explained by the developer, 'We are not story-tellers in the traditional sense of the word. In the sense that we know a story and we want to share it with you. Our work is more about exploring the narrative potential of a situation. We create only the situation. And the actual story emerges from playing, partially in the game, partially in the player’s mind.'[9]
Plot[edit]
The game begins in an apartment. The player is shown six sisters to choose from and is given no information about them other than a name. When the player selects a girl, the journey begins.
The player is given control of the girl, and is instructed: 'Go to Grandmother's house and stay on the path.'
As the player explores, they find various items scattered around. For a girl to pick up or examine an object, the player needs to either click on the interaction button or move her close enough for a superimposed image of the object to appear on the screen, then let go of the controls. The character will interact and an image will appear on the screen, indicating what has been unlocked; every item a girl encounters in the forest shows in some shape or form in Grandmother's house, and some objects open up whole new rooms. Small text will also appear, a thought from the current character. Some items can only be picked up once and do not appear in subsequent runs. However, each character will say something different about an object, so the player has the option to access a 'basket' to see what they have collected.
The Wolf is the antagonist in the game and takes on a different form for each girl. The forms represent tribulations that are associated with the stages of childhood and adolescence. It is not required to find the Wolf. In this game, there are no requirements but the ending at Grandmother's house does change dramatically after the wolf encounter. The girl encounters the Wolf, there is a brief cut scene, and the screen goes black. Afterward, the girl is lying on the path in front of Grandmother's house.
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When the player enters Grandmother's house, the style of gameplay changes. It is now in first person, and the character moves forward along a pre-determined path. If the player got there without interacting with the Wolf, they arrive safely, cozy up next to Grandmother and are sent back to the apartment. The girl the player guided will still be there, and can be played again. If the player did go to the Wolf, then everything in the house is darker, and if the player remains still for too long, darkness clouds the screen, and something growls. Depending on the girl, doors are scratched, or furniture tipped over and broken, or strange black threads are draped across everything. Instead of ending with Grandmother, the music crescendos as the player enters a final surreal room before falling down, and things black out again. Images flash on the screen, featuring the girl being attacked by her Wolf, before the player is relocated back in the apartment. The girl played is not there, and will remain absent.
When all of the girls have encountered their wolves, a girl in a white dress, who could be previously encountered by the sisters, becomes playable and visits Grandmother's house. The girl will then travel through the house, now a combination of all of the end rooms of the previous girls ending with the no-wolf room. Upon reaching the grandmother, the girl appears in the apartment covered in blood, but alive. The sisters all return through the door and the game starts over.
Development[edit]
The Path was announced on the Tale of Tales Game Design forum on March 16, 2006 under the working title 144,[10] on the pattern of their first-started, on-hiatus Tale of Tales 8 (chosen for the universal, language-independent nature of Arabic numerals).[11] This number originally referred to the six 24-hour periods of the six days in which the game was set,[12] but in the released version refers to the 144 coin flowers.
Release[edit]
The Path was released on March 19, 2009.[13] It became available for Mac on May 7, 2009.[14]
Reception[edit]
Aggregator | Score |
---|---|
Metacritic | 79/100[15] |
Publication | Score |
---|---|
GameSpot | 8/10[16] |
IGN | 7.7/10[17] |
VideoGamer.com | 10/10[18] |
Iain McCafferty of VideoGamer.com called The Path 'a hugely significant work in terms of what a video game can be beyond the realms of throwaway entertainment' and 'potentially a seminal moment in video games.' He claimed that 'It will be years before a game made by the big budget software houses like Ubisoft or EA is brave enough to attempt anything remotely similar, but The Path shows promising signs that gaming is starting to grow up.'[19]
Heather Chaplin of Filmmaker Magazine pointed out how uniquely feminine The Path is: 'For me, The Path is about what a remarkably fine line it is that separates childhood from adulthood, innocence from cynicism, and how utterly not black-and-white most things in life are.'[20]
Tim Martin of The Daily Telegraph cited The Path as a recent example of a 'vigorous experimentation with techniques of narrative.' He likened it to 'an Angela Carter novel, as siphoned through The Sims.'[21]
Justin McElroy of Engadget commented on gameplay mechanics: 'You get one instruction in the game and you have to disregard it. That's the kind of experience we're talking about here. Once you leave the path you'll find innumerable creepy yet beautifully rendered experiences to take part in, but you're never really given any guidance as what the point or object of all of it is. Basically, it's gameplay in the abstract.' [22] Mike Gust of Tap Repeatedly called The Path 'a sort of anti-game', 'a game turned inside out in service to something deeply personal, human and disturbing'.[23]
John Walker of RockPaperShotGun remarked 'I kind of don’t like the game' but noted that this 'is not a criticism. If anything, it’s the highest compliment I could pay it. While there’s spooky woods, abandoned playgrounds, creepy dolls, and many other familiar themes of horror, these offer no scares. For me, the horror comes from what appears to be the most abhorrently pessimistic presentation of adolescence.'[24]
Steven Poole of Edge opined that the game is 'a supremely boring collection of FMVs with pretensions to interactivity that very quickly wears out its joke about control and becomes a tedious slab of nihilistic whimsy,' yet noting that the game features a 'lugubrious, Lynchian surrealism' and that 'in its ornery and precious way, The Path is a triumph of atmosphere, coming much closer than the cruder shocks of games such as Silent Hill or BioShock to a dramatization of what Ernst Jentsch and Freud analyzed as the 'uncanny' in literature.'[25]
Awards[edit]
An in-progress, alpha-stage version of The Path was nominated for Excellence in Visual Arts after being exhibited at the Independent Games Festival in 2008.[26] The game also has been honored with two awards at Bilbao, Spain's hóPLAY International Video Game Festival. The game won Best Sound and Best Design.[27]
The Moon Dash Rhythm (work In Progress ) Mac Os X
References[edit]
- ^ abcHarvey, Auriea (May 7, 2009). 'The Path for Mac is NOW available!'. The Path development blog. Tale of Tales. Retrieved September 24, 2011.CS1 maint: discouraged parameter (link)
- ^Samyn, Michaël (2009-03-12). 'The Path to Russia'. Tale of Tales. Retrieved 2009-03-26.CS1 maint: discouraged parameter (link)
- ^Samyn, Michaël (2009-06-24). 'Interview in Japanese'. Tale of Tales. Retrieved 2009-06-24.CS1 maint: discouraged parameter (link)
- ^'The Path user manual'. pp. 4, 10, 15. Retrieved 2009-03-26.CS1 maint: discouraged parameter (link)
- ^'Official Russian Web page'.
- ^http://gamezone.zoo.co.jp/index.php?main_page=product_info&products_id=727
- ^Leigh Alexander. 'The Path For Art Games'. Kotaku.
- ^'The Path – a short horror game by Tale of Tales'. Tale of Tales. Retrieved 26 March 2009.CS1 maint: discouraged parameter (link)
- ^Newheiser, Mark (7 April 2009). 'Michaël Samyn & Auriea Harvey interview'. Adventure Classic Gaming. Retrieved 2009-04-10.CS1 maint: discouraged parameter (link)
- ^Samyn, Michaël (16 March 2006). '144 introduction'. Tale of Tales Game Design Forum. Retrieved 26 March 2009.CS1 maint: discouraged parameter (link)
- ^Tale of Tales * 8
- ^Tale of Tales Game Design Forum ~ View topic - 144?
- ^Harvey, Auriea. 'The Path is available NOW!'. tale-of-tales.com. Retrieved 20 February 2016.CS1 maint: discouraged parameter (link)
- ^Harvey, Auriea. 'The Path for Mac is NOW available!'. tale-of-tales.com. Retrieved 20 February 2016.CS1 maint: discouraged parameter (link)
- ^http://www.metacritic.com/game/pc/the-path
- ^VanOrd, Kevin (13 August 2009). 'The Path Review'. GameSpot. Retrieved 28 June 2010.CS1 maint: discouraged parameter (link)
- ^Onyett, Charles (24 March 2009). 'The Path Review'. IGN. Retrieved 25 March 2009.CS1 maint: discouraged parameter (link)
- ^McCafferty, Iain (23 March 2009). 'The Path Review for PC'. VideoGamer.com. Pro-G Media. Archived from the original on 31 March 2012. Retrieved 24 March 2009.CS1 maint: discouraged parameter (link)
- ^Iain McCafferty, 'The Path ReviewArchived 2012-03-31 at WebCite,' VideoGamer, 23 March 2009.
- ^Heather Chaplin, 'Heather Chaplin gets fully immersed into The Path.Archived 2012-03-06 at the Wayback Machine,' Filmmaker Magazine, Summer 2010.
- ^Tim Martin (8 May 2009). 'Endpaper: Fiction Reaches a New Level'. The Daily Telegraph. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
- ^Justin McElroy (19 March 2009). 'This is not a review for The Path'. Engadget. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
- ^Mike Gust (19 May 2009). 'Review: The Path'. Tap Repeatedly. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
- ^John Walker (11 March 2009). 'What Cruel Teeth You've Got: The Path Impressions'. Rock, Paper, Shotgun. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
- ^Steven Poole (20 August 2009). 'Into the Woods'. Trigger Happy. Archived from the original on 5 July 2010.CS1 maint: discouraged parameter (link)
- ^'2008 Independent Games Festival Winners'. The 11th Annual Independent Games Festival. Think Services. 2008. Archived from the original on 3 March 2009. Retrieved 29 March 2009.CS1 maint: discouraged parameter (link)
- ^'I Certamen Internacional de videojuegos hóPlay'. Alhondiga Bilbao. 2010.Cite journal requires
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