In 1983, Nintendo released the Family Computer (or Famicom) in Japan. The Famicom supported high-resolution sprites, larger color palettes, and tiled backgrounds. This allowed Famicom games to be longer and have more detailed graphics. Nintendo began attempts to bring their Famicom to the U.S. after the video game market had crashed. In the U.S., video games were seen as a fad that had already passed. To distinguish its product from older game consoles, Nintendo released their Famicom as the Nintendo Entertainment System (NES) which used a front-loading cartridge port similar to a VCR, included a plastic "robot" (R.O.B.), and was initially advertised as a toy. The NES was the highest selling console in the history of North America and revitalized the video game market. Mario of Super Mario Bros. became a global icon starting with his NES games. Nintendo took a somewhat unusual stance with third-party developers for its console. Nintendo contractually restricted third-party developers to three NES titles per year and forbade them from developing for other video game consoles. The practice ensured Nintendo's market dominance and prevented the flood of trash titles that had helped kill the Atari, but was ruled illegal late in the console's lifecycle.
Game cartridges consist of a printed circuit board housed inside of a plastic casing, with a connector allowing the device to interface with the console. The circuit board can contain a wide variety of components. All cartridge games contain at the minimum, read only memory with the software written on it. Many cartridges also carry components that increase the original console's power, such as extra RAM or a coprocessor. Components can also be added to extend the original hardware's functionality (such as gyroscopes, rumble packs, tilt-sensors, light sensors, etc.); this is more common on handheld consoles where the user does not interact with the game through a separate video game controller. Cartridges were the first external media to be used with home consoles and remained the most common until continued improvements in capacity in 1995 (the Nintendo 64, released in 1996, was the last mainstream game console to use cartridges). Nevertheless, the relatively high manufacturing costs and limited data capacity compared to optical media at the time saw them completely replaced by the latter for home consoles by the early 21st century, although they are still in use in some handheld video game consoles and in the Nintendo Switch. Due to the aforementioned capabilities of cartridges such as more memory and coprocessors, those factors make it harder to reverse engineer consoles to be used on emulators.
BibleThump is another crying child emote, this one the face of Isaac from the indie video game The Binding of Isaac. It’s a more general weeping emoji than BabyRage. It can refer to anything sad or disappointing, and it doesn’t carry the same connotations of immaturity and juvenile whining. It’s presumably called “BibleThump” because The Binding of Isaac was partially inspired by the biblical tale of Isaac.
^ Starting with Microsoft's fiscal quarter ending June 2014 (Q4), the company stopped divulging individual platform sales in their fiscal reports. Microsoft stated it will shift focus to the amount of active users on Xbox Live starting in late 2015. Microsoft CEO Satya Nadella unveiled at a December 3, 2014 shareholder presentation that 10 million units were sold. Third-party estimates suggest sales reached approximately 25-30 million worldwide by late 2016.
Sega's Dreamcast, the first console with a built-in modem, was released in Japan on November 27, 1998. The Dreamcast initially underperformed in Japan; while interest was initially strong, the company was forced to stop taking preorders due to manufacturing issues, and the system underperformed its sales expectations, with reports of disappointed customers returning Dreamcast consoles to buy PlayStation games and peripherals.
Emotes have their ups and downs. Some, like Kappa, are used to help people communicate with one another during incredible streaming moments while the chat moves at breakneck speeds. Other people may start using an innocuous emote designed around a popular streamer for insulting or harmful reasons. Being part of Twitch culture means tuning into emotes as they emerge and evolve. That’s easier said than done.