Topics: Nintendo DS, Nintendo, Game Boy Advance Pages: 5 (1640 words) Published: May 11, 2013
The above diagram shows a typical NDS Lite game device

1. Search from the Internet the technical specification of the above device Nintendo DS Lite
Size: 73.9 millimeters (2.9 inches) tall, 133 millimeters (5.2 inches) broad, 21.5 millimeters (0.85 inches) wide. Top Screen: A backlit, 3.12-inch, trans missive TFT color LCD with 256x192-pixel resolution and .24mm dot pitch, capable of displaying a total of 262,144 colors. Touch Screen: Same specifications as top screen, but with a transparent analog touch screen. Wireless Communication: IEEE 802.11b; wireless range is 30 to 100 feet; multiple users can play certain multiplayer games with one DS game card using DS Download Play. Controls: Touch screen, embedded microphone for voice recognition, A/B/X/Y face buttons, directional control pad, L/R shoulder pads, Start and Select dimples, and Power slider. The styluses 1 cm longer and 2 mm thicker than the stylus of the original Nintendo DS. Input/Output: Ports for both Nintendo DS game cards and Game Boy Advance game packs, terminals for stereo headphones and a microphone. A removable cover for the Game Boy Advance game pack slot provides added protection from dust and other foreign materials. Other Features: Embedded PictoChat software that allows up to 16 users within local range of one another to chat at once; embedded real-time clock; date, time and alarm; touch-screen calibration. The alarm can only be activated if the power is on. CPUs: Two ARM processors, an ARM946E-S main CPU and ARM7TDMI coprocessor at clock speeds of 67 MHz and 33 MHz respectively. Sound: Stereo speakers providing virtual surround sound, depending on the software. Battery: Lithium ion battery delivering from 15 to 19 hours of play on a three-hour charge; power-saving sleep mode; AC adapter. Languages: English, Japanese, Spanish, French, German, Italian. Repair parts: L-R switches: NKK type SKRTLA available from Mouser and others

2. List the elements of interactivity.
Hardware manipulation: Manipulation interface
General principles for design: Interface must be easy to use (tradition and innovation, user views) Consider special control device support (Racing Wheel, other interactive tools, target groups have computer hardware status) Dialogue: Interaction with NPC

The menu dialogue operation: Prearranged limited choices, and easy to grasp the game, A limited number of computer programs are better entering text mode: Character Recognition, Quick Input dialogue results Simple interface elements: The game the two key points of the human-machine interactive interface (Accept players enter the command, Player status information is displayed on the game screen) External start interface (Shell interface): Such as the main menu, Do not let the players spend too much time setting, Integrated together with the progress of the game. Handling of goods: Use items (The correct items corresponding to the corresponding state), Use menu interface (The slow-paced adventure game lets players use the drop-down menu to select the desired operation command, Right pop-up menu), Managing Items (The design of the backpack, Warehouse design) Operation of the map: Map zoom, Role in moving on the map (Click Destination: for overlooking or a bird's eye view of the operating angle, First or third person Perspective: Suitable for direct manipulation of the protagonist forward)

3. What are the pros and cons of using buttons as control?
The cross button on the left side, the right side of A, B, X, Y button, as well as the top of the L and R button, the configuration is a bit like GBA plus SFCs, however NDS analog stick, the lanyard hanging in the NDS has radians small plastic piece, as long as the player lanyard in the big toe, the little plastic piece is adjusted to the appropriate location, the thumb is that you can easily put in the bottom of the screen, and this way is the most convenient and most The intuitive analog stick. Pros:

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