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50. Shot on digital video in interlaced 50 fps. Shown in cinemas in 24 fps. The original 50 fps presentation is not in any home video release. Love & Pop. Hideaki Anno. Japanese. 60. Shot on digital video in interlaced 60 fps, with some scenes shot on 35 mm movie film in 24 fps.
1996. Reader Rabbit's Reading Development Library is a series of four edutainment games from The Learning Company as part of the Reader Rabbit franchise. The first two games were developed in October 1994, the third was developed in 1995 and the last one was developed in 1996. The products make use of interactive storybooks based on fairy tales ...
A display resolution standard is a commonly used width and height dimension (display resolution) of an electronic visual display device, measured in pixels. This information is used for electronic devices such as a computer monitor. Certain combinations of width and height are standardized (e.g. by VESA [1] [2]) and typically given a name and ...
July 6, 2024 at 10:18 AM. The ProShares Ultra QQQ ETF (NASDAQ: TQQQ) has only been around for about 14 years, but it has already been a millionaire-making ETF. In fact, a $10,000 investment in ...
Game engine First used for Date Other first-person shooters — The Super Spy: 1990 Crossed Swords (1991) : Wolf 3D Engine 0.5: Hovertank 3D: 1990 Wolfenstein 3D Engine 0.9
Adventure, edutainment. Mode (s) Single-player. Reader Rabbit's Interactive Reading Journey 2 is a 1996 video game released on the Windows and Macintosh systems and designed for ages 5 till 8. It is the seventh game in the Reader Rabbit franchise and a sequel to Reader Rabbit's Interactive Reading Journey. It was re-released in 1997 as "Reader ...
A 2–0 defeat at Welsh side Swansea City followed, to end a run of 9 league matches unbeaten for Reading, before league leaders Wolves were beaten 1–0 at the Madejski Stadium, the game decided by a second-minute own-goal scored by Wolves' Neill Collins. The result closed the gap between Wolves and Reading, in 2nd place, to two points.
The subsampling scheme is commonly expressed as a three-part ratio J:a:b (e.g. 4:2:2) or four parts, if alpha channel is present (e.g. 4:2:2:4), that describe the number of luminance and chrominance samples in a conceptual region that is J pixels wide and 2 pixels high. The parts are (in their respective order):