recursal/Fanatic-Fandom huggingface dataset:
Use of Fast Travel to save time traversing open world maps

Fast travel is the concept of traversing from one place to another by means of teleporting the player's position. Fast travel has many advantages to the game. Without it most large world games get tedious, boring, and lose their flow.It has been recently been used in games considerable due to large game worlds. It saves time letting the player traverse from one part of the map to other part.

### **Examples:**

#### **Farcry 4**

   FarCry 4 was far more liberal with the fast travel points than its previous games in the series. It wasn't so much a case of more or less fun - if the player wanted to ignore fast travel and just drive/walk, the game offer's them the option. The difference is, sometimes player's get busy, and don't have a lot of time to play. During that time, players want to be able to do some missions. FarCry 4 let's players travel almost to the mission point.The game use's a ton of fast travel portals to travel its vast world. It allows player to teleport immediately to other parts of the map. Sometimes fast travel allows player's to reach the area of activity immediately. Example, in some cases to provide backup to the village men from 'Pagan Min's' army.

World of warcraft.

MMos often have very large maps. to solve this wow gave mages and certain cities portals to allow players to fast travel. This allows people to get to places faster and makes the world more accessible. IL

   The Elder Scrolls V: Skyrim is a game in which the player will be playing in the land of Skyrim. In this , the player can roam around freely around the  by using horse rides or buy fast travel. This fast travel allows the player to visit past locations and gives time to play the game.

### *The Legend of Zelda: Ocarina of Time*

*The Legend of Zelda: Ocarina of Time* used songs that could warp the player to different parts of the map. This was only unlocked in the second half the game, allowing the player to enjoy the open world in the first half. The player could also ride their horse across the map if the player needed to get to a location fast but didn't have the location unlocked yet. This fast travel took out the annoyance out of having to travel back and fourth across the map for some of the later puzzle aspects of the game.

***The Witcher III : Wild Hunt***

While traversing the massive world of *The Witcher* on Roach can be a lot of fun, horseback isn't always the most time-effective way to get around. So, sprinkled throughout the lands, are sign posts that the player can use to go from one place to the next. This use of an object allows for fast travel to keep it's convenience without making it too easy for the player to skip exploring the game.

**Fallout 4**

Fallout 4 has a massive world to wonder around in. This is great for the player to explore and traverse. But when you need to return to your home base to drop off your 200 pounds of new, blood stained weapons and armor, you need a fast way back home. That is why the game uses the map on your pipe boy as a way to fast travel to locations that have an indicator on the map.
Weapon Upgrades - Based on In-Game Events/Experience - Give Players Choices

Many games use weapons as a way to boost the strength of the
characters in the game. Weapons often play a pivotal role in the play style and
mechanics of the game. When games weapons have depth and verity, they help to
give the player options when it comes to playing and customizing there
character.

Because of the importance of weapons in games, many
designers use weapon upgrades as a way to extend the use of a weapon in game.
Designers can approach this in many different ways, one ways in through mini
quests. When games require the player to fulfill a list of requirement before a
weapon can progress, allows the player to have mini goals in their game play. This
also makes weapon progression more interesting than a simple buy and apply
mechanic.

Example: **Destiny**

In Destiny, any weapon above the color gray, has the ability
to be upgraded. These upgrades have a large range of abilities and require the
weapon to be used in order to be upgraded. This means that the more the use the
weapon, the stronger it becomes. This creates and interesting and
unique weapon selection process for the players.

Example 2: The Divison.

It Tom Clancy's Divison, Players are able to upgrade their weapons by using attachments, mods, etc. The weapon mods and attachments can be gained by doing missions, side quests, or even craft the parts by using blueprints. In this way, players can have fun creating different builds to use during game plays.
Well Timed Save Points Preserve Player Investment

When a game utilizes save points to give the players another shot, those save points should be strategically placed by the points in the game where the player is most likely to die. These save points should additionally be placed after any period of player inactivity including cut scenes, segments of dialogue, and lengthy traversals. Player inactivity, when designed into a campaign, is a handy tool for pacing game play and breaking up the action. When experienced repeatedly because of poor save point timing, inactivity destroys the player experience and with it, the player's investment in the game.

Example 1: Bioshock Infinite

I'm not ashamed to admit that I died quite a bit in Bioshock Infinite. The good news is that when I came back to life, it was always right back into the action. Granted, I often died again but it wasn't with the prospect of lengthy inactivity.

One of the games I think about having really good save points is Sonic and Donkey Kong Country. Especially in some of the levels where you are navigating a mine cart across missing track the save points really save you. It also is nice to have save points when the beginning of the level wasn't as challenging as the last push. Save points help you pass the less exciting points of level design and place you at the beginning of where the challenge of the levels are.
User Interface: Distracting and Uncreative

More often than not, games are designed with an interface that lacks creativity and doesn't offer the player a more immersive experience, but instead takes them out of the flow of the gameplay. A game that can have mechanics with a fluid interface, or no interface at all, can be much more visually appealing to the player. Many games have basics on an interface such as health, ammo capacity, power-ups/abilities, and stamina/energy. These mechanics can often be portrayed in more aesthetic forms within the game. An example of a game that has a distracting interface is System Shock 2.

**Example #1**

System Shock 2, a first-person shooter horror survival game, has an interface that is complex, cluttered, and overall visually unappealing. The user interface has numerous icons and statistics in addition to the basic health and ammo visuals, such as a map button, question mark icon for in-game help, equipped item icons, an additional screen display for hacking, and several other icons. This UI design distracts from the gameplay because there are so many icons cluttering the player's screen.

**Example #2**: Far Cry 3

As a FPS game, it is really annoying to have opaque elements floating on the gameplay field (mainly when a popup block appears in the center of the screen!). Also Far Cry 3 breaks player's immersion - through a lot of those popups in the middle of the game and they had so many submenus that the player gets tired trying to accessing it sometimes. I saw that a lot of players went for the option "turn the UI off" in this game...

   **Example #3:** 7 Days to Die
The user interface in the 7 Days to Die is also complicated. For example, the game designers show the skills system with the user interface. However, there are more than ten kinds of skills player can learn in the game. Also, there are crafting menu, map menu and looting menu in the game. All of these make the user interface of 7 Days to Die complicated and annoying.
Release previous titles on new Platforms in order to broaden its audience and extend its life

Many well-made games can be buried and forgotten because of many reasons. sometimes, the original platform they were originally made for are no longer, or they were released on specific platform only. Releasing previous titles on platforms that they were previously not available can broaden the audience and extend the life of these games. This allows new players who have never played the game before because of the limitation of the original platform to play it. It also allows previous players to continue playing the title on newer platforms even after the original platforms is out of date. Often, changes are made to adopt new technologies, which including adding new features or upgrading graphics. However, not all changes are necessary. Sometimes simply release the old title on a new platform can bring more audience and extend the life of the game.

### Examples:

Okami: *Okami* was one of the last titles released on the Playstation 2 in 2006. It was later released for the Wii in 2009 and released on the Playstation 3 in 2012. The release on the Wii allowed the game to reach a broader audience by making it available for people who do not purchase playstation platforms. The release on the PS3, on the other hand, helped to extend the game's life for previous players who had updated their systems as well as be available to those who own neither a PS2 or a Wii. The designing team did minor changes in control to adopt the Wii platform. However, when it was released on the PS3 system, no major changes were made but upgrading the graphics. Though the game it the same, releasing on new platforms allows *Okami* to have more players than before.

   **Grim Fandango**

Grim Fandango was originally released in 1998 for the PC and was critically acclaimed. In 2014 it was almost impossible to find a copy of the game and very hard to make the game run on your computer. It was then announced that the game would be remastered and released to current platforms, so that people could get access to the game easier.

This decision to remaster it was based on its cult following. The creators knew there was an audience for the game, and saw how much work people went through just to make it running. Remastering it for not only PC, but consoles and mobile too, made it available for everyone and they could profit of off the nostalgia.
Underwater Controls – A Dangerous Gamble

Underwater sections tend to be a bit frustrating. They are disorienting, confusing, and more often than not, feel about twice as long as they actually are. This can be caused by a number of things; the water can distort the field of view, making it difficult for a player to find their way around; or depending on the game, players may need to watch the amount of air they have available. But the thing that I believe is most detrimental to players in these sections are the controls. During underwater sections the controls are often unintuitive and either overly sensitive, or not responsive enough. A player may have to change their play style completely for that section, which, depending on the game, could be the only time they will ever need it. This is a problem because it means that the player is unlikely to ever feel comfortable with those controls, and even if they do it will have no effect on their progress through the rest of the game. Designers should take special care to create underwater controls that aren’t a pain to adjust to, so as to not alienate the player.

### **Example #1 - Kingdom Hearts, Atlantica**

   The Atlantica world in Kingdom Hearts is a good example of uncomfortable underwater controls. They are actually similar to the flying controls, but the slow movement, and disorientation of being underwater make it a much more frustrating experience. The Circle and Square buttons become up and down which is very easy to forget when surrounded by enemies, and Sora moves at a painfully slow pace while many of the enemies encountered move much quicker. After defeating Ursula, you are awarded with the mermaid kick ability, which is supposed to help with the slow movement. However, it can be activated by double pressing circle or square, which easily and frequently happens by accident during fights, and instead of helping Sora to swim a little faster, it effectively propels him halfway across the map. Considering this is about the only time these controls are used in quite this way, it makes Atlantica a very frustrating level.

## Example #2 - World of Wacraft, Cataclysm

World of Wacraft has always had underwater combat that seemed interesting at first. After players have played the game long enough it is not uncommon for players to avoid underwater quests and combat. Find out a level spot to hit the underwater enemy can be difficult and ontop of this the player can only be underwater for so long. The player has a breath bar and when it runs out it begins damaging health fast. World of Wacraft released the expansion pack Cataclysm which attempted to focus on more underwater environments and they were receieve incredibly poorly.
When luck and chance mechanic take too long and make the game unbearable

At times when you play games that use luck and chance mechanics they hinder the game. In Rummikub you place all the tiles face down at the beginning of the game. Now in Rummikub you pick up 14 tiles and place

them on your board to be played. In order to play your tile they must add up to be 30 points or more. You have to either have a run of one color or have a set of 3 of one number and of different colors to play them. If you don't have 30 points you draw a new face down tile which ends your turn. Rummikub is a big offender of abusing players patience trying to achieve all of these requirements because of their blind pick tile choice. During some games I've played I spent the whole game just drawing new tiles before the game ends. This immediately makes you regret playing the game and when everyone asks if you want to play another round you tilt your head and say sure in hopes its better this time around.
Reuse the Best Mechanics From Older Games to "Find The Fun"

New games often build on previous ones, and this is done best by maximizing the time players spend with the most engaging mechanics found therein. The question "where's the fun?" is often asked of games during their iteration process, but sometimes the seed of a great game can be found by maximizing a single mechanic from a game that features many other (perhaps not as engaging) mechanics.

### Example:

#### *Heroes of the Storm*

By removing mechanics from the MOBA-space that are tedious or less dynamic, *HOTS* tends to encourage large team-fights through maps that funnel players to objectives, while also doing away with mechanics that tend to distance players from one another (like last-hitting lane creep).

#### DOOM(2016)

DOOM takes an oft-used melee mechanic in fps and iterates it by making it a core mechanic of the game, this mechanic has bee used in fps in the background so much so that most players don't use it. but in DOOM they set the mechanic in the forefront of the game requiring the player to use it in order to keep their health up keeping the player constantly in the fray.
Making it difficult to undo an action in puzzle or construction games can lead to player frustration

It is a great feeling in a puzzle game to experiment with different solutions and strategies especially when the puzzle has all the right elements and presents a challenge of the right difficulty. However, with experimentation inevitably comes mistakes and if can be frustrating for the player if they immediately realize they would like to revert back to an earlier point in the puzzle solution and there is no easy way to do so. This is particularly relevant in puzzles with many stages that take a significant period of time to solve. It should be noted if undo is too easy the player could fall into a ‘trial and error’ form of problem solving which the developers may not want.

### Example 1: Big Pharma

Big Pharma is a construction game where you must take base ingredients, run them through a series of processes to create increasingly complex medicines. When the player constructs the wrong process and the resulting drug is undesirable there is no option to destroy that drug off the conveyor belt. This means you must carry all of these failed experiments down the line and sell them regardless for no money. Another solution is to just delete the conveyor belt entirely but it is frustrating to the player to be continuously deleting and rebuilding the same piece of conveyor belt.
Lakeland

lakepelt's universe -

lakepelt - grey she-cat with blue eyes, calm, kind, quiet. she lives a good and normal life, mentoring robinpaw, until she is accused of killing nightkit, exiled, and dies of wounds. 41 moons at death

robinberry - reddish-brown tom with green eyes, son of poppyfall and a rouge, firey and loyal. he doesn't believe poppyfall and is forced to be her apprentice after lakepelt dies. he kills her with deathberries, then kills himself with deathberries. 14 moons at death

poppyfall - dappled brown she-cat with green eyes, fell in love with a rouge, wanted robinpaw to be her apprentice but he was apprenticed to lakepelt, so she got lakepelt exiled by killing nightkit and robin became a medicine cat. killed by robin with deathberries at 38 moons

silverminnow - silver tom with dark blue eyes, fair but stern, poppyfall was angry and killed him while he was on patrol. (also died of state testing) 58 moons at death

poolstar - dappled silver she-cat with dark blue eyes, trusts only a few and is very cold to the rest, poppyfall's mother. convinced by poppyfall to exile lakepelt. dies shortly after robinberry of greencough.

plot thingy -

poppyfall has a kit, robinkit with a rouge. robinkit is apprenticed to lakepelt, but poppyfall isn't happy. she kills a kit, nightkit, and blames it on lakepelt, who is nearly clawed to death. silverminnow makes the clan exile her. robinpaw is apprenticed to poppyfall. poolstar catches greencough and poppyfall kills silverminnow because she wants lakepelt dead forever. robinpaw, now robinberry, finds out and kills her with deathberries. poolstar doesnt even appoint a new deputy, and robinberry kills himself with deathberries. poolstar dies, and thunderclan dissolves and everyone becomes rouges.
Blahpost

My original BlogClan University thing died, and this is a new, completely seperate one.  Steppy and I are writing it and stuff and things and woohoo

## What it's about

BlogClan OCs are now apprentices studying in BlogClan University. They take various courses to improve their stamina to be the best warriors they can be. But these apprentices are quite amusing, from dramatic, to grumpy, to plain silly, to a ruthless criminal, and to a hopeless romantic, these apprentices will be sure to spin an amazing tale.

## Why are you making this post?

So you can sign up! First come, first serve; don't forget.

## How the signups work

You can request in the comments. Again, first come, first serve! The first **12** are the stars. The others are background characters that pop in here and there. Only the last 12 are background characters.

## Classes

* Reading/Writing - Plumstripe
* Hunting - Dewwhisker
* Clan History - Cherrybreeze
* Fighting - Thunderclaw

### Electives

* Healing, Remedies, and Illnesses - Sagefeather
* Advanced Battle Strategy - Redpelt
* Leadership Skills - Mintbreeze
* Swimming and Water Attacks - Ripplepelt
* Stealth and Ambushes - Runningbreeze
* Moor and Forest Running - Berryclaw
* Tunneling - Gorsefall

## Application Forms

### Student

Warrior Name (Doesn't have to be your real one \*coughwintercough\*):

Note that we have every right to do whatever we want with your character

## You got in!

The principal has looked into your well thought-out application form and has decided you are worthy of BCU.

### Stars

* Foxpaw
* Willowpaw
Customizable Keys and Macro Support

**Customizable Keys and Macro Support - Good**

Giving its players the freedom of customizing the control keys of the games and further allowing them to use a macro within a game supports a good game design. Playing games for hours may often get too demanding of the player’s physical attention, especially when the player might be raiding for a few hours with their in-game party, that is when the customizable keys, controls and macros shine the most as they help elevate the physical stress from the player and still keep them interested within the game such particular moments or events.

**Example: Guild Wars 2**

Guild Wars 2 is a great example for such a game, it offers the players various control modification settings and supports the use of macros, which are of a great help in boss fights and raids.
Clanstuff

* State what they eat.
* Abilities. (I.E: SkyClan can jump higher, RiverClan can swim, ect.)
* Where they live. They do not have to be directly by the lake, but they must be by the lake.
* Spoiler warning, if spoilers for books.

blizzardclan -

eat lemmings, shrews, voles, anything they can find

usually have thick fur and large paws that help them get around in the snow, often white

live in mountains north of the lake

strong bonds with each other, would always risk their lives for another, very loyal

marshclan -

eat frogs, fish, birds, anything they can find there

live in the marshes that were formerly riverclan territory

small, long legs and sleek pelts to help them in the marshes and floods, are decent swimmers, know how to float down rivers on logs and sometimes make sorta rafts

usually considered smart and kind, but weak
Bereich03 Audio Filterbank

**Bereich03 Audio Filterbank** is a filter, compressor, and distortion processor for the 500 series, manufactured by Bereich03 Audio.

## History

The Bereich03 Audio Filterbank was released in 2016.

## Official description

>
> I developed this unit during my last two mixing sessions. I needed a device to process the drum overheads as drastic as possible. I was thinking of a set of bandpass filters for a few years. So I started with the filterbank as the main part and added a simple but effective compressor for classic squashing and a diode clipper to add distortions. The parallel bandpass filters are not like a graphic EQ. This means if all faders are at the lower position, there is no sound at all. If only one fader is up, you will hear only the area around this frequency. If all faders are up, it's not a linear response. The frequency plot looks more like a strange sinewave. With the different combinations of these three processing blocks, there is a great pallet of special sounds.
>
>
> If you don't like drastic processing, this is not the right module for you. For all others, I think you can have a lot of fun with this little bastard.
>
>
> This is a mono device, only one channel
>
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/1086537-filterbank-500-series-bereich03-audio.html
Sonic Farm Silkworm

**Sonic Farm Silkworm** is a pre-amp for the 500 series, manufactured by Sonic Farm.

## History

The Sonic Farm Silkworm was released in 2013.

## Official description

>
> Silkworm is our first series 500 product, and it took a long time to develop it. That’s because series 500, with its inherent limitations, like available space, low supply voltage, low available current draw, etc, requires a meticulous design.
>
>
> If you are looking for a superior performance solid state preamp in series 500 format that covers all applications in a professional recording studio, look no further. This is your ticket. We are very proud of Silkworm’s tone, versatility and reliability. It is amongst the finest this series has to offer, and that it does in truckloads.
>
>
> Of course, we wanted to pack this baby with as much tonal variation as possible:
>
>
> Mic input has a 3-position character (labeled “vibe”) switch, giving you three distinctively different and very useable tonalities. The output also has a split personality, solid state or transformer driven.
>
>
> Thanks to the dual stage servo loop, there are no capacitors in the signal path from input to output. This yields a linear phase low end which is not achievable with tube preamps or conventionally designed solid-state ones. When used with a good quality microphone (or instrument), the effortless and open low end is immediately noticeable.
>
>
> When in transformer mode, Silkworm sounds just like Neve 1073LB. This was not intended, it just happened; it has a completely different design approach. In solid state mode, it becomes extremely transparent, resulting in stunning realism. Solid state mode preserves clarity even when extreme equalization is applied. Input transformer assures that the tone is never sterile even at cleanest settings.
>
>
> Short Silkworm Specs:
>
>
>
> * Fully discrete gain stage
> * Full DC path, no coupling capacitors
> * Servo control for minimal DC offset
> * Maximum gain 66dB (mic) and 42dB (instrument)
> * Maximum output level: 28.7dBu
> * Cinemag input mic transformer
> * Cinemag 100% Fe output transformer
> * Switchable transformer or solid state balanced output
> * 3-way character (vibe) switch
> * Gain regulation twofold: 3-pos range switch and trim control
> * Mic input impedance: variable (see manual)
> * Instrument input impedance: 2.2MOhm
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/849138-sonic-farm-debut-500-series-silkworm.html
Advertisement Helps People Get to Know about the Game

It is well known that advertisement helps players know more the video games. Even though the cost of advertisement could be a lot but it does more good than harm (here harm means wasting money). I don't know when the in-game ads started being popular for different game developers to do hypes for each other's games. This is the smartest way ever for people to get to know more other games while they are playing a currently very popular game.

Example:

Mobile Strike: Even though this game is not my type of games, its ads convinced me of downloading it and get a try. If you like playing a lot of mobile games, you would never miss the ads from Mobile Strike because its ads are literally everywhere in a lot of games. I would say its investment on advertisement is worthy of getting a lot of players even if people have never heard of Epic War (the developer who made Mobile Strike).
Use one input key to perform many sub verbs - good way to simplify the control

Some game need many sub verbs, yet most of these sub verbs are not used frequently or relevant to many other sub verbs, such as verbs like “open the door”, “speak with NPC” or ”pull a lever”. So instead give each of these verbs a physical input, most games put all these verbs into a single “action” key, which is very effective solution. In this way players can use these sub verbs conveniently, and makes the control easier.

Example: In *Hitman Blood Money* players have a lot sub verbs to perform, but basically they only have to push 3 key to perform all these verbs: a “pick up” key to pick up key, guns, corpses, evidence, an “action” key to open door, pick lock, peek, pull triggers, and an “attack” key to fire guns, melee attack, or push people down. In this way the game put a series of complex verbs into several very simple input keys, which makes the game control simple and the game easy to play.
Van Daal Electronics 500 Rack

**Van Daal Electronics 500 Rack** is an 11-slot rack for the 500 series, manufactured by Van Daal Electronics.

## History

The Van Daal Electronics 500 Rack was released in 2014 releases.

## Official description

>
> **Introduction**
>
>
> Van Daal Electronics Rack is built to match the high standards set by its predecessors. 500 format modules have been around from the last century with no change. Though they are cheaper than a full size apparatus, they need a rack to function. This is our contribution to the community and users. The rack is complete and ready for use.
>
>
> **Features**
>
>
> IO
>
>
>
> * Input and Output is standard XLR.
> * Ground lift with jumpers
> * Stereolink with jumpers.
>
>
> Power Supply
>
>
>
> * PSU is standalone and not inside the rack, to reduce noise and heat problems.
> * All the voltages can be readjusted if needed.
>
>
> * Rack can take only 500 modules, it has 15pin connector.
> * It has space for 11 modules.
> * Outputs: max 3A per rail.
> * Cable length 2m (or longer if needed)
> * One PSU can power two 500 racks.
> * Voltages are pre-set to work with 500 standards:
> 	+ +V1: 16V
> 	+ -V1: -16V
> 	+ +V2: 16V
> 	+ -V2: -16V
> * +48V phantom
>
>
> To ensure a long life:
>
>
>
> * PSU utilizes a powerful 250VA Toroidal transformer.
> * All the heat is placed away from the filtering caps straight on the cooling profile.
> * Added extra support for the rack PCB to prevent any physical damage.
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/941600-11-module-rack-500-51x-modules-van-daal-electronics.html
Eisen Audio LILPEQr

**Eisen Audio LILPEQR LE60 Program Equalizer** is an equalizer module for the 500 series.

## History

The Eisen Audio LILPEQR was limited to 60 units, and had vintage Marinair and St. Ives input transformers. The module was re-issued, with custom-made transformers, as Purple Audio LilPEQr.

## Official description

John Klett had a large stockpile of vintage Marinair and St. Ives input transformers, left over from custom Neve console projects, so he suggested Eisen Audio design a product in which to utilize them. 31267 is a very colorful sounding transformer, with a rich low end, so Jens at Eisen Audio took this opportunity to make solid-state 500 Series EQ module which would emulate some of his favorite vacuum tube program equalizers. This input transformer was paired with a Crimson Audio output transformer, which is “bigger sounding” than most, interfacing with a purpose-designed discrete transistor amplifier and some carefully selected film capacitors. Jens deliberately chose/designed each of these elements to impart an overt and complementary tonal response, trying to achieve a spectral distribution of low-level harmonic distortion which was similar to that of the classic devices which inspired this one. A limited edition of 60 units was sold direct through Eisen Audio during the ’07-’08 holiday (one-time only, discontinued).
Woah hi i exist insert excessively long title here

Title

This is body text, in contrast to Links, which are an entirely different matter.

✾This is a list box.

✾It exists.

✾Magical.

✾I like pie.

✾You're stalking me.

✾These are all facts.

✾True facts.

✾This statement is false.

✾That's not a true fact.

✾That's just a paradox.

✾Anyway,

✾List over.

Title

This is body text, in contrast to Links, which are an entirely different matter.

✾This is a list box.

✾It exists.

✾Magical.

✾I like pie.

✾You're stalking me.

✾These are all facts.

✾True facts.

✾This statement is false.

✾That's not a true fact.

✾That's just a paradox.

✾Anyway,

✾List over.
True Systems pT2-500D

**True Systems pT2-500D** is a pre-amp for the 500 series, manufactured by True Systems.

## History

The True Systems pT2-500D was released in 2011.

## Official description

>
> The True Systems pT2-500D is an amazingly open, three-dimensional, harmonically rich sounding preamp designed for use with tube, ribbon, and dynamic mics - any non-phantom powered mics - as well as bass and all other low level instrument direct-in applications.
>
>
> TRUE Systems pT2-500D microphone and instrument preamp module at a glance:
>
>
>
> * API™ 500 series module format
> * Ultra high-resolution musicality combined with analog depth and warmth
> * Rail-to-Rail design provides higher internal headroom, higher maximum input level without pad, and higher output level without transformer and excessive power supply current
> * Discrete FET DI with IN and THRU jacks for easy hookup to amps for simultaneous DI and amped tracking or live sound, or easy hookup to other DIs or effects for simultaneous tracking
> * Detented, dual-range Gain Control for easy setting/resetting over wide gain ranges (from 7.5 to 76dB)
> * 0.1% precision resistors provide exceptional common-mode and output signal balance performance, and excellent unit-to-unit sonic consistency
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/660528-true-systems-pt2-500d-optimized-dynamic-ribbon-microphones.html
Bereich03 Audio VU-Meter

**Bereich03 Audio VU-Meter** is a metering module for the 500 series, manufactured by Bereich03 Audio.

## History

The Bereich03 Audio VU-Meter was released in 2015.

## Official description

>
> **VU-Meter:**
>
>
> Beautifull backlight VU Meter.
>
>
> Audio signal goes straight from the input to the output.
>
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/new-products-coming-soon/999755-musikmesse-2015-modular-mastering-desk-bereich03-audio.html
Sound Skulptor MP566

**Sound Skulptor MP566** is a pre-amp for the 500 series, manufactured by Sound Skulptor.

## History

The Sound Skulptor MP566 was released in 2015.

## Official description

>
> The MP566 is a dual-triode vacuum tube circuit preamplifier based on a design that has been used in several famous devices from the 50's, which has been adapted to the '500' format of API\*.
> With its fully powered triodes and its two transformers, the MP566 brings the most fulfilling warmth and color to your Lunchbox.
>
>
> Highlights
>
>
>
> * Dual triode design,
> * Input and output transformers,
> * High 68dB gain will please the most demanding ribbon mics,
> * Variable input and output levels for total control over tube saturation,
> * 2 different negative feedback levels (Mid/High Gain) for sweet or more aggressive sound,
> * Input pad (Low Gain) for hot mics or line levels,
> * Full 225 Volts tube supply and full 150mA tube heater,
> * 1/4" DI jack, high impedance input for instruments or line,
> * Senquenced power-up to limit the total inrush current,
> * Total current draw less than 160 mA,
> * Available assembled or as a full kit (everything included).
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/1000112-sound-skulptor-releases-mp566-500-series-tube-preamplifier-kit.html
Secret page info

## 25th

* First found click-image was around June 2013, though someone said "Secret pages are *back*!"  All the old attachments are glitched and can't be accessed.
* The Trick has not been discovered yet, and the pages are untouched.

## 26th

* Oops.  Kate uploaded pictures to the Blog still, just put them in the thing in a different way.  They have secret pages.  I need a mod to find the oldest secret pages, the images are gone.
FiveFish Audio SC-1mk500

**FiveFish Audio SC-1mk500** is a pre-amp for the 500 series, manufactured by FiveFish Audio.

## History

The FiveFish Audio SC-1mk500 was released in 2008. It was replaced by the later model FiveFish Audio SC-501.

## Official description

>
> * Transformerless design, or with Input Transformer Option
> * 12dB to 72dB, lower gain at 6dB/step
> * High-quality parts
> * 12-step Grayhill switch, Bourns CP pots
> * Relay Controlled Polarity Reverse
> * Soft-start/Ramp-up 48V Phantom Power with DC Servo
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/346651-new-500-series-mic-preamp-kit.html
Forssell Technologies SMP-500

**Forssell Technologies SMP-500** is a pre-amp for the 500 series, manufactured by Forssell Technologies.

## History

The Forssell Technologies SMP-500 was released in 2009.

## Official description

>
> A version of our well-known SMP-2 microphone preamplifier, the Forssell SMP-500 has been adapted to work with the API 500 series enclosures. This extremely high-quality, sonically neutral microphone preamplifier is designed for the most demanding applications.
>
>
> SMP-500 circuitry features an all Class A discrete JFET front-end with a gain range of +8 to +64 dB in 24 switched steps.
>
>
> The output of the SMP-500 is fully balanced and floating, with a maximum output level of greater than +26 dBu.
>
>
> Front panel LED signal level indicators are provided to indicate 0 dBu output level (green) and output clipping (red). The clipping LED lights at +24 dBu output, which is about 2 dB before actual clipping.
>
>
> Polarity invert and P48 Phantom power switches with LED status indicators are also located on the front panel.
>
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/365395-forssell-smp-500-a.html
Purple Audio Biz

**Purple Audio Biz Mk** is a pre-amp for the 500 series, manufactured by Purple Audio.

## History

The Purple Audio Biz was released in 2005.

## Official description

>
> A unique sounding, three amplifier, discrete microphone preamp module.
>
>
> Designed to work in standard “500” racks.
>
>
> The smooth Gain control helps you dial in the sound you want. If the output level is too high (the Class A/B output opamp can pump out up to +27 dBu), you can ride the level down with the separate Level control.
>
>
> Pressing the “Dual” switch splits the gain between two of our Class A opamps, enabling up to 75 dBu of clean gain, making the Biz a perfect match for ribbon microphones.
>
>
> With different Gain, Level, and Dual settings the Biz can produce an infinite variety of tonal variations with the same amount of output level. The front panel DI helps you record instruments and line level sources with unrivaled clarity and punch.
>
>
> Two LEDs clearly indicate signal level for the gain and output stages at a glance, turning green to indicate signal present, yellow for 10dB below clipping, and red for clipping. The Biz uses two KDJ3 opamps and one KDJ4 opamp.
>
>
>
> * Output level control
> * Input and output tricolor LED metering
> * Mic / Line switch for rack input Bridging line input for high output mics or line level sources Use with our Moiyn 8×2 mixer module in the Sweet Ten Rack for mic or line mixing
> * DI Load switch for front panel input 33kohms as in the original Biz or 100kohms for a more open tone
> * Discrete signal path
> * Over Current Resettable Fused (prevents any module problem from affecting your rack)
> * ROHS – Lead Free
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/so-much-gear-so-little-time/38577-purple-audio-biz-preamp.html
Aengus Equalizer

**Aengus Graphic Equalizer** (or **Aengus Thumbwheel EQ**) is an equalizer for the 500 series.

## Features and specifications

* 9 band Graphic EQ
* -12 dB cut
* +15 dB boost
* Unbalanced Input
* Stepped sliders with numerical readings
* IC amps for every band and discrete output stage on a separate daughter-board
* Output transformer

Frequencies: 50, 100, 220, 500, 1k, 2.2k, 5k, 10k

## History

The Aengus EQ was built in 1974 at the Indigo Ranch Studios.

Producers Ross Hogarth and Sylvia Massy owns a stack of Aengus EQs. Massy writes that "*Ross Robinson used these on the Korn records to get that distinctive sound*".

## References

1. ↑ 1.0 1.1 1.2 http://soniccircus.com/aengus-thumbwheel-eq
2. ↑ http://avedisaudio.com/vintage-api-apisi-aphex-aengus-500-series-modules/
3. ↑ http://www.sylviamassy.com/music/sylvias-studio/
Bereich03 Audio Passive-Bass

**Bereich03 Audio Passive-Bass** is an EQ for the 500 series, manufactured by Bereich03 Audio.

## History

The Bereich03 Audio Passive-Bass was released in 2015.

## Official description

>
> **Passive-Bass:**
>
>
> This is a passive EQ with only Bass Boost. One bell and one shelving band only boost.
>
>
> Both bands are based on custom-made Inductors with an discret OpAmp for the gain.
>
>
> There are two options for the discret OpAmp. The first is a more modern designe and the second is
> a more vintage, very simple designe with much more harmonics.
>
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/new-products-coming-soon/999755-musikmesse-2015-modular-mastering-desk-bereich03-audio.html
Using Multiple weapons to avoid weapon reloads

In some games, the player can obtain different types of weapons which possess different actions and skills are required to play those weapons. At this point, the player can acquire these weapons and then choose the ones with which they are comfortable the most. There are slots in which player can select weapons whom they are going to use very often while in shooting scenes. Some weapons are heavy and powerful used for rigorous shooting while some are light and handy at the time of the quick shootout. Although there is variety of choice of weapons and limited slots, the player can make use of that to avoid weapon reloads and switch between weapons for that moment to bypass the wastage of time. Since even the slightest time lapse can make difference in making the player win or lose.

## Example:

### **Dishonored: Weapon wheel**

There are many weapons from which player can choose to play at that particular moment of time in dishonored gameplay.

In the image, there is a weapon wheel which player can access at the time of attacking the enemy or beforehand to get prepared for the shootout/attack. To avoid the regular reloads and time wasting the player needs this kind of options so that they don't feel limited at the end of the game.
Van Daal Electronics J-Fet Compressor

**Van Daal Electronics J-Fet Compressor** is a compressor for the 500 series, manufactured by Van Daal Electronics.

## History

The Van Daal Electronics J-Fet Compressor was released in 2015.

## Official description

>
> **J-Fet Compressor for 500 or 51x format.**
>
>
> This is our contribution to the 1176 type compressors.
>
>
> Its like Rev A 1176 on steroids.
>
>
> Very musical and fun to use.
>
>
> Features:
>
>
>
> * Bypass
> * Blend Dry/wet
> * Input PAD -40/-30/-20
> * Input control
> * Threshold
> * Six position Release
> * Electronical lancing In/out
> * Extreme character
> * Can be used with 500 racks and with 51x rack
> * 16/24V switch
>
>
>
Sound Skulptor EQ573

**Sound Skulptor EQ573** is a equalizer for the 500 series, manufactured by Sound Skulptor.

## History

The Sound Skulptor EQ573 was released in 2011.

## Official description

>
> The EQ573 is an parametric equalizer based on the design that was originally used in the Neve 1073 and 1084 modules, that has been adapted to the '500' format of API\*.
>
>
> The EQ573 can be used as a standalone unit but also as an insert, between the input and output stages of the MP573 mic pre, recreating the full architecture of the 1073.
>
>
> Just install it in your API\* compatible LunchboxTM rack and start recording.
>
>
>
> * Three bands equalizer and high pass filter
> * High shelf EQ: +/-16dB @ 10kHz, 12kHz, 18kHz, 20kHz, 25kHz
> * Mid EQ: +/-18dB @ 0.27kHz, 0.36kHz, 0.5kHz, 0.7kHz, 1.1kHz, 1.6kHz, 2.3kHz, 3.2kHz, 4.8kHz, 7.2kHz, 10kHz
> * Low shelf EQ: +/-16dB @ 20Hz, 35Hz, 60Hz, 110Hz, 220Hz
> * High pass filter: -18dB/octave @ 25Hz, 45Hz, 70Hz, 160Hz, 360Hz
> * Additional frequencies in all bands
> * 3 Q values for the mid EQ (1073, 1084 and 1084-Hi)
> * Pre/Bypass/XLR switch on the front panel allows both MP573 insert or standalone mode
> * Single ended, class A circuit
> * Carnhill inductors
> * Available assembled or as a full kit (everything included)
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/653535-new-500-eq-sound-skulptor-eq573.html
JLM Audio Dual99v500

**JLM Audio Dual99v500** is a pre-amp for the 500 series, manufactured by JLM Audio.

## History

The JLM Audio Dual99v500 was released in 2007.

## Official description

>
> Dual99v500 mic pre uses 2 of our discrete 99v opamps (New +/-16v version) as a 2 stage gain path to provide 75dB of gain with ease. It is aimed at getting big but realistic vocals and acoustic instruments. With the impedance control 200 to 3k it goes from dark and slow to airy and fast tone wise. A centre detent at Z is the best starting point.
>
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/so-much-gear-so-little-time/147328-jlm-audio-500-series-modules.html
Sound Skulptor CP5176

**Sound Skulptor CP5176** is a compressor for the 500 series, manufactured by Sound Skulptor.

## History

The Sound Skulptor CP5176 was released in 2013.

## Official description

>
> The CP5176 is a FET compressor based on the design that was originally used in the 1176 compressor, which has been adapted to the '500' format of API\*.
>
>
> This compressor became extremely popular because of some specific characteristics such as its ultra-fast attack time, as well as its unique sound, due to the FET transistor, the class A and the transformers.
>
>
> It is typically used for compressing snare, vocals, guitars or drum bus in stereo.
> The CP5176 adds a few features to the original 1176 such as a new ratio of 2, a high-pass filter in the side chain and a variation in the FET gain reduction circuit that produces more distortion.
>
>
> Just install it in your API\* compatible LunchboxTM rack and start working.
>
>
> Highlights
>
>
>
> * Original Cinemag (Reichenbach) transformers on input and output,
> * 5 ratios + SLAM mode (all buttons mode),
> * All discrete class A audio path,
> * DOA based, API\* 2520 compatible, output stage (discrete Op-Amp),
> * High pass filter in the sidechain,
> * Distortion mode adds 3% of second harmonic, close to Rev A,
> * High resolution gain reduction meter,
> * Available assembled or as a full kit (everything included)
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/846256-sound-skulptor-cp-5176-fet-compressor-kit-500-lunchbox.html
Joemeek meC

**Joemeek meC** is a compressor for the 500 series, manufactured by Joemeek.

## Official description

>
> **500 Series PhotoOptical Compressor Module with 8-segment LED Meter and Stereo Link/Slave Functions**
>
>
> The Joemeek meC compressor gives you the punchy sound of the photoelectric compressores used by legendary producer Joe Meek. Offering the convenience of the 500 Series format, the meC 500 serves up warm, natural compression, ironing out level fluctuations transparently. Twang up your guitars or bring a bass to life, while controlling their dynamics. But crank this baby and you'll create something entirely new. Its really hard to make this compressor sound bad! The "link" switch lets you use two meC 500s in stereo.
>
>
> **Some Key Features:**
>
>
>
> * Controls: Compression, Gain Reduction Slope, Attack (with Fast switch), Release, and MakeUp Gain
> * Link switch lets you avoid image shift when working in stereo
> * Slave switch slaves one meC 500 to another in stereo mode
> * Link jack connects a pair of meC 500s for stereo operation
> * On switch acts as true bypass
>
>
>

## References

1. ↑ https://www.gearslutz.com/board/product-alerts-older-than-2-months/805761-namm-joe-meek-500-series.html
AL.SO MP5

**AL.SO MP5** is a pre-amp for the 500 series.

## Official description

>
> AL.SO MP5 is a 500 series microphone and ligne level preamplifier plus a "TILT" EQ. Compatible with all standard 500 series chassis (less than 80 mA consumption per power rail). The MP5 is perfect for all types of dynamic, electro-static or ribbon microphones but also with ligne levels signals.
>
>
> The MP5 is reamarquable for its faithfull, "airy" and musical preamplification.
>
>
> The MP5 "Tilt" type EQ let you brighten or darken your signal. The TILT function can simulate a wide range of different preamps, as if you had several preamps in one !
>
>
> No switch is used on the audio path and the polarity inversion is made by a passive relay.
>
>
> On the front panel a VU meter for the control of the output level of the unit.
>
>
>
> * 500 series preamplifier with "TILT" EQ
> * Gain: -2dB to +74dB
> * Harmonic distortion of 3rd order at 60 dB gain: 0,007% @ 1 kHz
> * Harmonic distortion of 3rd order at -2dB dB gain: 0,0041% @ 1 kHz
> * Bandwidth at 60 dB gain:10Hz / 100 kHz: Â± 0,3 dB
> * Bandwidth at -2 dB de gain: 10Hz / 100 kHz: Â± 1 dB
> * Input transformer: SOWTER (UK)
> * Electronically balanced output
> * High-end Clarostat potentiometer, plactic audio track
> * Compatible with all standard 500 series rack and lunchbox chassis
> * 100% hand built in France
> * Designed by Olivier Bolling
>
>
>