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Sample translations submitted: 6
English to Korean: Excerpts from video of the "birth" and death of Candace Newmaker General field: Other Detailed field: General / Conversation / Greetings / Letters
Source text - English Timelined excerpts from the videotape of Candace Newmaker's April 18 rebirthing session at the home of Connell Watkins in Evergreen. (Unless otherwise indicated, the comments are from Candace Newmaker.)
00:00 -- Therapist Julie Ponder tells Candace to lie down on the navy blue flannel sheet and get into the fetal position.
Ponder: So imagine yourself as a teeny little baby inside your mother's womb and what it felt like. Warm. It felt tight because her stomach was all around you. (Candace is bound in the sheet, the ends twisted above her head and held by Ponder. She is covered by pillows and four adults begin pressing on her.)
01:25 -- Ponder: What do you think you thought about when you where in there?
I thought I was gonna die.
Ponder: You thought you were gonna die in there?
Yeah.
Jeane Newmaker: I'm so excited. I'm going to have a brand new baby. I hope it's a girl. I'm going to love her, to hold her and tell her stories. . .I'm going to keep her very safe. . . Every day we'll be together and she'll be with me forever.
(Candace is asked if she believes what her mother is saying.)
Uh huh.
(Candace is asked how that makes her feel.)
Happy.
Watkins: If the baby doesn't decide to be born, she will die. When the baby decides to be born it's a wonderful thing.
Ponder: So little baby, are you ready to be reborn?
Uh huh.
Ponder: Come out head first. You have to push really hard with your feet. If you stay in there you're going to die and your mommy's going to die.
08:42 -- Who's sitting on me? I can't do it.
08:53 -- I can't do it! (Crying). My hands come out first?
Watkins: Sometimes it takes 18 hours to be born.
09:36 -- (Screaming) I can't do it. I can't do it! I can't breathe. I can't breathe!
10:16 -- Whoever is pushing on my head it's not helping. I can't do it. I can't do it. I can't breathe. It's too dark under here. Please quit pushing on my head I can't do it. Somebody's sitting on top of me.
10:50 -- (Moaning) Somebody's on top of me. Where am I supposed to come out? Right here? Where my finger is?
11:26 -- I can't do it. (Screams) I'm gonna die.
Ponder: Do you want to be reborn or do you want to stay in there and die?
11:40 -- Quit pushing on me. Please. (Moaning) Quit squishing my legs. I'm gonna die now. (Screams)
Ponder: Do you want to die?
No, but I'm about to.
12:10 -- Please, please I can't breathe.
12:30 -- I can't do it anymore.
12:40 -- Please quit pushing on me.
13:12 -- I need some help. Help! Help me please.
Watkins: Are you feeling the contractions, mom?
Newmaker: I am.
13:43 -- Where am I to go? Right here? Right here? I'm supposed to go right here? Please. Please. (Screams) OK I'm dying. OK, I'm dying. I'm sorry.
14:31 -- OK, I'm dying.
14:38 -- I'm going to die.
15:30 -- I want to die.
16:08 -- Can you let me have some oxygen? You mean, like you want me to die for real?
Ponder: Uh huh.
Die right now and go to heaven?
Ponder: Go ahead and die right now. For real. For real.
OK, I'm dead.
Watkins: It's not always easy to live. You have to be really strong to live a life, a human life.
17:07 -- (Labored breathing) Get off. I'm sick. Get off. Where am I supposed to come out? Where? But how can I get there?
Watkins: Just go ahead and die. It's easier . . .It takes a lot of courage to be born.
18:26 -- You said you would give me oxygen.
Watkins: You gotta fight for it.
19:50 -- (Candace vomits) OK, I'm throwing up. I just threw up. (Vomiting) I gotta poop. I gotta poop.
21:24 -- Uh, I'm going in my pants.
Ponder: Go ahead.
Watkins: Stay in there with the poop and vomit.
23:22 -- Help! I can't breathe. I can't breathe. It's hot. I can't breathe.
Newmaker: I'm so excited to have this baby. . I'm waiting for you, to love you and hold you. . .
Ponder: Scream, Candace.
No.
Newmaker: Baby, I love you already. I'll hold you and love you and keep you safe forever. . . Don't give up on your life before you have it. . .
32:25 -- 33:44 -- Jack McDaniel repositions himself on a pillow over Candace's head.
Ponder: Candace? (No response) (Takes another pillow from Newmaker.) She needs more pressure over here so she can't. . .so she really needs to fight.
Watkins: Getting pretty tight in here.
Ponder: Yep. . .less and less air all the time.
35:39-40:00 -- Ponder and McDaniel reposition themselves again.
Ponder: She gets to be stuck in her own puke and poop.
Watkins: Uh huh. It's her own life. Quitter.
40:01: No. (This is Candace's last word.)
McDaniel: Mama got you this far, now it's up to you.
Watkins: Candace is used to making her life everybody else's problem. She's not used to living her own life.
McDaniel: This baby doesn't want to live. She's a quitter.
(Watkins tells McDaniel and St. Clair to take a break.)
(Ponder and Watkins discuss someone who is stressed, then chitchat about their dream homes and a million-dollar property nearby that is being remodeled.)
Watkins: Let's talk to the twerp.
(They unwrap Candace.)
01:09:53 - Watkins: Oh, there she is sleeping in her vomit.
English to Korean: Bitcoin Is Not a Bubble, Itโs Just Bitcoin General field: Bus/Financial Detailed field: Finance (general)
Source text - English There are five points I think everyone should consider about bubbles:
1.) Enthusiasm starts on Wallstreet and becomes a bubble when the regular Joes get into it. Joes are the final bagholders, the last ones to get in. And with the Joes come volatility and unsteady and inexperienced (weak) handsโโโgoing from stable to volatile to pop. If Bitcoin is a bubble, it is the reverse of most bubbles, starting from the Joes first (already going through volatility and shaky hands) to Wallstreet and stability and attempts at regulation. A lot of the worst parts are behind us. Yes, weโll see corrections and drawdowns, but Bitcoin has already been around ten years and survived Mt. Gox (where 850,000 Bitcoins were lost) and Silk Road (an online open market for illicit goods). Weโve seen Bitcoin drop from 19,000 to 13,000 in a matter of days. $6,000 sounds like a lot of money, but thatโs only a 32% drop. In its early days, Bitcoin survived 95% drops. The mainstream is just opening their eyes to Bitcoin but most of its worst days are behind it. There are children now who have never lived in a world without Bitcoin.
2.) If this is a bubble, itโs a very responsible one. In most bubbles, average investments are very high (consider the last three: real estate, dot-com, and automobiles). With Bitcoin, most people just want to know where to buy it, not how much they should put into Bitcoin. There are some accounts of people taking out loans to buy Bitcoin, but thatโs mostly clickbait. Most people getting in are putting in a few hundred bucks, maybe a few thousand. I would say half the people I know only put in fifty dollars. Someone putting in fifty dollars wouldnโt make much of a story worth clicking on.
Everyone is scared of Bitcoin; they liken it to gambling, which somehow makes them more reasonable. They set a very small limit they wonโt go over, an amount they wouldnโt care about losing. Itโs their โlet it ride and letโs see what happensโ money. Thatโs not how people are with houses or with cars. Thatโs definitely not the attitude during the dot-com era. In fact, there are minimum buy-ins for most investment vehicles. Bitcoin has no minimum, regardless what the price of one Bitcoin is, you can still buy one dollarโs worth. In past financial bubbles, regular folks were putting in $100,000 and above. But if youโre only putting in fifty dollars and it goes to twenty-five, itโs a lot less painful than if your 100k goes to 50k. Youโre a lot less likely to pull the remainder of your twenty-five dollars out. (Which is why Bitcoin has consistently rebounded from drawdowns.)
Most Bitcoin owners are called hodlers. Itโs crypto slang for someone who will never sell no matter how much it drops. This culture of holding (hodling) makes Bitcoin robust. No other asset has an attitude where the majority of its owners will hold it no matter what. This is why Bitcoin is the only community who has a term for being a holder. For Bitcoin to go to zero, all the hodlers must sell; otherwise, it will correct back up again. This is unlike anything weโve seen before (refer to my โWhat Bitcoin Can Tell Us about Our Evolving Politicsโ post). In my opinion, what can destroy Bitcoin isnโt a financial collapse but rather better technology, something better than blockchains. Or perhaps itโs an energy shortage. (Or perhaps artificial intelligence.)
3.) People say itโs a bubble because it has no real value but thatโs a binary statementโโโif it has no real value, even at one penny, Bitcoin would be a bubble because itโs still above zero. So understand when people say bubble, they donโt mean it will no longer be a bubble if it goes down to 1k but down to 0.
Do you believe it has no value? If you do, then any price is too much. If you do believe it has value, then what do you believe it is? And is its current price above or below the number you came up with? And if you come up with any number above zero, donโt listen to anyone who says it has no real value. Even one dollar is infinitely bigger than zero. You might believe itโs overvalued, but thatโs completely different from no value.
4.) Bitcoin is not dangerous because itโs a bubble but because itโs Bitcoin. It is always real value but its real value is always fluid. This fluidity is what makes it dangerous. (This is what it looks like when thereโs no centralization: no Fed, no government, no decrees, and no artificial pricing mechanisms. When you can see the books to see if everything is as they should be.) It can be a calm sea or a tsunami. Thatโs the nature of fluidity. (Think of โbe like waterโ from Taoism, introduced to the West by Bruce Lee.) You donโt need to call it a bubble to understand its dangerous. (It actually makes your thinking less precise.) Itโs dangerous because itโs Bitcoin. A revolution is dangerous because itโs a revolution, not because itโs a bubble. In consensus, people can change their minds. Thatโs how a true democracy works.
Dot-com and housing were scary because it went up so much, but most of the money that pumped into it was domestic (localized and unsustainable). Bitcoin has been going up, but itโs been going up for ten years, and itโs not domestic, itโs absorbing money from the globe (and still has a lot more to go). If you consider people from every country is putting in a little bit of money and have been doing so for ten years, Bitcoinโs current price doesnโt seem that high. In fact, many speculate, with all this in mind, if it is the worldโs store of value, it is still heavily underpriced.
5.) People keep referring to Tulip Fever when bringing up Bitcoin, where supposedly the Netherlands went crazy for tulip bulbs, which led to the bankrupting of the whole country; however, according to the Smithsonian and most historians, there never was Tulip Fever. (It was a very localized incident that lasted for about a week, and the prices were high but not Bitcoin high.)
To assume this many people for this long have been enthusiastic about something and not have it turn into a real thing has never happened. At this point, Bitcoin is already real. (You know what also used to get compared to Tulip Fever? The internet and the whole tech industry, especially startups. These are the same people calling Bitcoin a fad.)
Hereโs another thing people forget about bubbles, the housing market crashed, but weโre still buying houses. Dot-com crash came and went, and the internet is still here, and we have more dot-coms than ever. A crash doesnโt mean the end. It just means a crash, then life, so far, has gone on.
English to Korean: Go spy, GO! Popular app with 200M+ users crosses the red line General field: Science Detailed field: IT (Information Technology)
Source text - English Have you ever thought that your keyboard could be a professional spy? And we are not talking about jamesbondish handsome spies from Hollywood movies, but about the overt and constant home phoning of the personal information with its future distribution to third parties. Our recent research discovered a popular Android keyboard to spy on its users, with tons of personal information being sent to remote servers and using a prohibited technique to download dangerous executable code.
The goal of the research was to investigate keyboards' traffic consumption, unwanted behavior and demonstration of ads, and what users' private data they send to their servers and third-parties. We decided to test keyboard apps after the recent story with TouchPal, a keyboard, that started showing ads to HTC devices users right in the typing area. Why does it matter? A keyboard is an input tool wherethrough almost all your valuable private data passes. Just imagine, you enter your logins, passwords, texts of emails, and messages using your keyboard, and then - everything is sent (maybe even sold) to third-parties. GO Keyboard has become an absolute "champion" in this field. This app offers a "smart" keyboard with various colorful and attractive themes. It has 200M+ users all over the world and is developed by the Chinese GOMO Dev Team.
How did we conduct the research
Besides being a popular ad blocker and a privacy protection utility, AdGuard for Android is also an excellent tool for inspecting the apps' traffic. The mighty filtering log shows you what exact web requests do your apps send, and the option to record a HAR (Http Archive) file lets you look into the request's body.
What you should know about the notorious Go keyboard
It has 2 versions (first, second) in Google play;
It has 200M+ downloads;
It advertises itself as "We will never collect your personal info including credit card information. In fact, we cares for privacy of what you type and who you type!":
Its privacy policy contradicts this statement;
It communicates with dozens of third-party trackers and ad networks. It also downloads over 14 MB of data and sends quite a lot of information about you right after the installation.
It has access to sensitive data including your identity, phone calls log, contacts, microphone.
Unfortunately, everything listed above is a norm nowadays. Recent research showed that 7 in 10 mobile apps share your data with third-party services. However, this developer crossed the red line and directly violated the Google Play content policies - malicious behavior section.
The red line
Apps that steal a userโs authentication information (such as usernames or passwords) or that mimic other apps or websites to trick users into disclosing personal or authentication information.
Without explicit user consent, the GO keyboard reports to its servers your Google account email in addition to language, IMSI, location, network type, screen size, Android version and build, device model, etc.
Apps or SDKs that download executable code, such as dex files or native code, from a source other than Google Play.
Shortly after the installation, both apps downloaded and executed code from a remote server, directly violating this policy. Some of these plugins are marked as Adware or PUP by multiple AV engines.
What's important, given the apps' extensive permissions, remote code execution introduces severe security and privacy risks. At any time the server owner may decide to change the app behavior and not just steal your email address, but do literally whatever he or she wants. Remember, it's a keyboard, and every important bit of information you enter goes through it!
We informed Google of these violations and are waiting for their reaction. Whatever their decision is, we find this behavior unacceptable and dangerous. Having 200+ Million users does not make an app trustworthy. Do not blindly trust mobile apps and always check their privacy policy and what permissions do they require before the installation.
English to Korean: Leatherface background General field: Art/Literary Detailed field: Poetry & Literature
Source text - English Whether killers perform their heinous acts by the compulsions of their diseased minds, or if they are forced into them by external pressures, has long been a matter of debate. But for one killer, nature and nurture are inextricably linked.
Leatherface kills not from a desire to exert his will over others, to satisfy carnal urges, or even to quiet the voices in his head. He kills because he is scared. Scared that others will hurt him; scared that his family will be displeased with him, scared that their shared willingness to eat human flesh will be discovered.
He does as he is told, his family loves him and that is all that matters. Outsiders are a threat, and threats need to be dealt with.
Like those kids that came into the house, uninvited. Walked in like they owned the place. Looked around the house, trying to find out his familyโs secrets, no doubt. But Leatherface deals with them, protects his family, just as heโs been taught.
He is not just protector, he has many roles, and each role has its own face. He serves dinner, cares for the family, dresses well when they eat. His Grandpa and Ma used to care for them all, but Grandpa he is old now and she has been still for a while, so Leatherface and his brothers had to take over. Family is everything to him. Family is security and safety.
But, even though he did his best, one of the kids got away. He tried to stop her, chasing after her as fast as he could, but she had help: another outsider, driving a truck. The evil trucker killed his brother, ran him over like he was a possum. In a fury, Leatherface leapt at him, the saw ready to avenge his family, but the trucker was too quick. He knocked Leatherface aside and turned his own saw against him.
As he watched the outsiders driving away, the rage, grief and pain combined with the worry about what would happen to his family now. They would surely return with the police, and the police would take his brothers, his Grandpa. Without them, what would he do? Without their commands, he would wither and die.
As his world collapsed, Leatherface spun in circles, swinging the saw all around, trying to fight off the myriad external threats that surrounded him.
Then another feeling overtook him. It came from outside his vision, crawling over his skin with cold dread. He realized that no matter what outsiders could do to him, there was something worse, something bigger that lived in the shadows. He was filled with a terror unlike any he had ever felt before. But it was almost comforting, like the fear heโd felt with his family. The fear of disappointing them.
He was brought to a place that was familiar but unknowable, and he instinctively knew what he had to do. He couldn't fail it, the way he had his family. Outsiders would come but he would use his skills to overcome any threats. There would be screaming, but he could make the world quiet again. Until the only sound remaining was the blessed howl of the saw.
English to Korean: P90 General field: Science Detailed field: Games / Video Games / Gaming / Casino
Source text - English The future is uncertain.
Nobody really knows what lies around the corner: But there's never any harm in being well prepared.
The P90.
An odd-looking weapon with some equally unusual traits.
So, what prompted the need for a new breed of SMGs?
What was the P90's key rival - and how did it fare?
And how do you cram fifty rounds into such a small package?
The MP5 was king.
Since its introduction in the 1960s, no other submachine gun came close to HK's offering: and while expensive - if you wanted the best, you bought German.
However, the SMG was in danger of becoming obsolete.
The development of Kevlar armour in the 1970s - and its subsequently increasing availability - raised concerns amongst military and police units.
SMGs had to adapt: They needed the ability to defeat body armour whilst retaining their compact size.
A new class of weapon: part SMG, part carbine: The Personal Defence Weapon.
In 1986, Belgian firearm manufacturer FN Herstal put their expertise to task.
A new weapon, designed from the ground up.
To fit the PDW role, it had to be compact - so a bullpup configuration was the logical choice: with the magazine feed point located behind the trigger.
However, unlike most bullpups the magazine is inserted at the top of the weapon - and lies parallel to the barrel instead of the more conventional perpendicular arrangement.
This required a crafty bit of engineering to rotate the cartridges ready for feeding - a spiral ramp integrated into the magazine, with the rounds pushed into the correct orientation as they're fed by the spring.
The magazine's translucent polymer construction also means you can see how many rounds remain at all times - in fact, the entire weapon makes extensive use of polymers, reducing both cost and weight.
Although the ergonomics are unusual, they are carefully considered: it has an integrated reflex sight; and all controls are ambidextrous, with the weapon even ejecting spent cases downwards.
However, despite all its high-tech features, the most interesting aspect is the cartridge it fires - the FN 5.7ร28mm round, designed specifically for the weapon.
Unlike typical pistol cartridges, with squat form and rounded tip, this new calibre resembles a miniature rifle round - with spitzer point and a higher relative charge.
This means that while the projectile is small - a quarter of the mass of a typical 9mm round - it travels over twice as fast.
More energy over a smaller area means greater penetrative force - and as a result, the 5.7mm is able to pierce body armour that would otherwise stop a typical SMG.
By 1990, the project was complete - hence the name given to the weapon, the FN Project 90 -
The P90.
It was compact - less than a shoulders-width: lightweight - thanks to its modern materials; with high capacity magazines - and that all-important armor-piercing capability.
FN had one seriously impressive weapon on offer - all they had to do now was get people to use it.
If they could gain NATO's approval the subsequent contracts would be extraordinarily lucrative - so there was no shortage of incentive to meet their needs.
The original SS90 ammunition was designed a with plastic core, but in 1993 a revision was needed in response to NATO CRISAT specification.
Any PDW for consideration needed to be able to penetrate 1.6mm of titanium plate, alongwith 20 layers of kevlar - at a distance of at least 150 metres.
In order to achieve this, FN added a composite core to the bullet: steel tipped with aluminium rear - and these revised SS190 rounds could tackle the required level of armour even beyond 200 metres.
NATO's requirements also prompted the development of a complementary pistol firing the same calibre: the FN Five seveN.
Altogether, FN had the perfect package for modern close quarter operations: but it wasn't long before they had a rival.
Meanwhile, Heckler & Koch were stuck in a bureaucratic mire: the German reunification had slashed available defence budgets, forcing them to abandon the ambitious G11 project in favour of the more conventional G36.
It was only after Germany's new service rifle was realised that H&K could finally invest in something new: A rival to the P90, come to defend the throne - the MP7.
Now there were two key contenders - and by 2002 NATO were ready to proceed with tests.
Both weapons share similar traits - compact, and firing a small, high velocity cartridge designed to defeat armour.
The MP7's round was a little less powerful, and its magazines lower capacity - but the ergonomics did more closely resemble a conventional weapon, and the platform was more flexible, with better support for rail-mounted accessories.
In the end, the Belgian 5.7mm won, by a significant margin.
It was more mature, already had suitable PDW and pistol designs, and it performed better against armour.
However - the Germans vetoed its adoption.
And so, with no consensus, there would be no standard NATO PDW calibre - nor nominated weapon.
Today, the P90 and MP7 both see use amongst police and special forces units all over the world - a shared victory - but proof at least that SMGs still remain relevant.
Beyond the real world, the odd appearance of the P90 also made it a desirable choice for television and film - after all, it looks like it came straight out of science fiction.
Perhaps this is why it was chosen as a key weapon in the Stargate SG-1 television series: the P90 was new, and thus unfamiliar to most.
It's clearly a human design - but there's something otherworldly about it.
It also found its way into the hands of the armourers behind the Bond films of the late 90s - appearing quite prominently in The World is Not Enough.
It is, after all, a high tech gadget: understated, yet powerful - a mirror of James Bond's suave demeanour.
The Bond franchises' video games were performing quite well around this time too, courtesy of the success of Rare's Goldeneye 007 - which featured its own interpretation of the P90.
It isn't the most accurate rendition of the weapon - but it is one of the earliest.
From here, it would quickly become a regular sight in games - especially in those with a focus on realistic weapons.
Whether practical or not, any realistic military shooter worth its salt has to have the latest gear.
Newer weapons have a certain 'novelty' factor that makes them interesting - although this is never a guarantee of real-world success, as both the OICW and XM8 will attest.
There was a risk of the P90 fading into obscurity for a while, but the successful NATO tests - and increasing real-world use of the weapon - meant that it outlived its time as a gimmick weapon and has since become a staple SMG in many an FPS line-up.
And so, instead of sci-fi, the P90 now looks more at home in the hands of special forces.
It's a common part of the loadouts seen in Call of Duty and Battlefield - and its close-range function obvious.
Regular appearance has meant that the unusual has become familiar - and also a favourite.
It's an easy weapon to like - one consistent trait across all its depictions is the colossal 50-round magazine.
A pocket LMG!
It's not without corresponding downside - the per-shot damage is never the greatest, particularly at longer ranges: and sometimes the reloads or other handling aspect in-game can be slow.
However, with the typically high rate of fire you'd expect from an SMG, the P90's ability to dispense rounds quickly is remarkable - making for quite a forgiving weapon to use.
In some cases - CounterStrike: Global Offensive being one notable example - this can lead to the P90 being seen as weapon for the less experienced: a reckless tool for rushing headlong.
Still, even in the hands of noobs it's a hard weapon to dislike - and in its relatively short lifespan, the odd looking SMG has found more favour than haters.
After all, establishing a new weapon both as a viable tool for combat and a cultural touchstone is no mean feat.
FN's foresight helped ensure that the P90 was in the right place at the right time - and its unconventional appearance meant that no-one would forget.
It might be impossible to know what the future holds - but you'll know it when you see it.
It might not have enjoyed a decisive victory over its rival, but its bold design certainly made an impression.
An evolutionary step for small arms, and notice to the incumbent king that their reign has come to an end.
The P90.
Future vision.
Exotic calibre.
Kingslayer.
Thank you very much for watching - Iconic Arms will return - but until next time, farewell.
Translation - Korean ๋ฏธ๋๋ฅผ ์์ํ ์๋ ์์ต๋๋ค.
English to Korean: Why Are Current Consoles Not Backward Compatible? General field: Science Detailed field: Games / Video Games / Gaming / Casino
Source text - English We're in the eighth generation of home video game consoles, and of the three most popular options, two are not backward compatible. Nintendo's Wii U offers access to its back catalog of Wii games through a separate console mode and to games from the company's early days through the Virtual Console. But for the PlayStation 4 and Xbox One, owners have to count on remastered editions of their favorite older games or services like PlayStation Now if they want access to them on the newer machines.
It hasn't always been this way, though. Previous console generations had the guts (literally) to run games from older hardware, but over time the cost of adding the extra technology to newer machines proved to be too high. Are we justified in feeling cheated out of consoles with backward compatibility? Or is it all just part of the industry's evolution towards better, brighter experiences?
The history of backward compatibility
When we say something is backward compatible, it means that the object in question can work with input generated by an older product or piece of technology. If the new, most recent technology can receive, read, view or play input--like media--in older formats, then the product is backward compatible. In the case of consoles, when we talk about backward compatibility, we're asking if the console can play games create for previous hardware in that console's family. For example, early PlayStation 3 models could play PlayStation 2 and PlayStation 1 games, while the first run of the Nintendo Wii was compatible with GameCube games, memory cards, and even controllers.
The early years of video game consoles saw backward compatibility as a more common feature. But for some companies, it was harder than others.
Atari: The Atari 7800, released in 1986, was backward compatible with the Atari 2600 but not the console that directly preceded it, the 5200. This was because the 7800 included many of the same chips built into the original 2600. Users could put the 7800 into a "2600" mode that slowed down the console's processor from 1.79 MHz to 1.19 MHz, which mirrored the 2600's processor. In this mode, game data was accessed in 4K blocks rather than the 7800's standard 48K blocks, allowing the newer Atari to read and play the older machine's games.
Atari never released another true console with backward compatibility, but in 1987, the company launched the Atari XEGS, which could play the entire library of software developed for Atari's 8-bit home computers. Additionally, the company developed but never released the Atari Jaguar II; the canceled project would have allowed users to play catridges for the original Atari Jaguar and Jaguar CD.
Sega: In 1983, Sega released the cartridge-based Sega Game 1000 in Japan; it would never be released outside of the territory. The company's next machine, 1986's Sega Master System, was built to be compatible with the SG-1000's game cartridges. Following the Master System, Sega opted not to put the previous console's chips in its next machine, the 1989 Sega Genesis, but instead made backward compatibility possible through a peripheral. Although the Genesis contained an 8-bit processor, this accessory, the Power Base Converter, had to be hooked up to the Genesis in order to play Master System games.
Sony: The PlayStation 2, which launched in 2000, allowed users to play PSOne discs, although PSOne memory cards were also required to access and store save data. PSOne controllers were also compatible with the hardware, although certain functions like the analog buttons were not available to use when playing PS2 games. Early PlayStation 3 models were backward compatible with both PSOne and PS2 games, and save files from PSOne and PS2 memory cards could be transferred to the PS3's hard drive using a memory card adapter. When Sony debuted the PS3 Slim model in fall 2009, the company removed backward compatibility chips in order to make it a thinner piece of hardware. No PS3 models following the launch of the Slim have had backward capability.
Microsoft: The Xbox 360, 2005's successor to the original Xbox, allowed for some backward compatibility but required several more complicated hoops to jump through. Unlike the PlayStation 2 and 3, players couldn't put previous generation discs into the system and expect them to run. Playing Xbox titles on Xbox 360 required system software updates from Microsoft and emulation profiles. These emulation profiles were created for each individual game--there was no blanket solution for all Xbox titles--and could be downloaded straight to the console via Xbox Live or through Xbox.com and burned to a CD or DVD. Only Xbox 360s with the official Xbox 360 hard drive could run the emulation profiles.
In November 2007, Microsoft stopped creating emulation profiles for Xbox games. To date, there are 461 Xbox titles that are compatible with the Xbox 360. Any game without an official emulation will not work.
Nintendo: While Nintendo's early consoles ran on their own media--with sizes and shapes of cartridges and discs varying between generations--it all came together with the Wii in 2006. Wii models made pre-2011 were fully backward compatible with Nintendo GameCube game discs, memory cards, and controllers. This was because the Wii hardware had ports for both GameCube memory cards, and peripherals and its slot-loading drive was able to accept and read the previous console's discs. When playing a GameCube game, however, only GameCube functions were available, and only compatible memory cards and controllers could be used because the Wii's internal memory would not save GameCube data. Online and LAN features of certain GameCube games were not available, however, due to the Wii not having serial ports for the GameCube's Broadband and Modem Adapters.
The redesigned Wii Family Edition and Wii Mini, launched in 2011 and 2013 respectively, had this compatibility stripped out.
What's the current situation?
Right now, Nintendo's Wii U is the only console on the market with true backward compatibility. Wii software can be transferred to the Wii U and and accessed through Wii Mode by clicking on the "Wii Menu" home screen icon with a Wii remote. Speaking of which, Wii remotes and peripherals also work with the Wii U. In Wii Mode, games can be displayed on the GamePad screen, but Wii Remotes are still required to play them.
Additionally, Nintendo's handheld lines also hold up in terms of backward compatibility. The Game Boy line read software from most previous incarnations of the handheld, with the exception of the Game Boy Micro. The company's most current handheld, the Nintendo 3DS, can also play games from the Nintendo DS.
Neither of Sony's current gaming hardware, the PS4 or PlayStation Vita, are backward compatible. The PS Vita cannot play the UMD discs of its predecessor, the PlayStation Portable, because there is no UMD reader; instead, the Vita utilizes small flash memory cards the size of SD memory cards. Compatible PSP games can, however, be downloaded from the PlayStation Network on PS Vita.
The main reason PlayStation 4 and Xbox One can't play older games games is because both consoles use an entirely different kind of chip with a different instruction set. While older PlayStations and the Xbox 360 used PowerPC chips, the PS4 and Xbox One completely changed the guts of the system by using an x86-64 architecture, which is closer to Intel and AMD CPUs.
For PS4, Sony's PlayStation Now service, currently in open beta, does allow users to stream PS3 games, but requires a subscription fee.
Speaking with GameSpot during the PS4's launch in November 2013, PS4 architect Mark Cerny said that, while the plan for PS3 was to put PS2 hardware in every console, the move was impossible with PS4.
"Software emulation is very hard to do unless you have 10 times the frequency of the previous console," Cerny said. "Software emulation is not about the overall performance that can be achieved by having a great number of processing units. It's about being able to do things quickly. You're trying to emulate your previous hardware, and that takes you a certain number of operations to emulate whatever it was doing. So, PlayStation 1 is emulatable on PlayStation 2 because there was an increase in the frequency of the CPU and GPU to something like a factor of 10. And the same thing is true between the PlayStation 2 and PlayStation 3. The PlayStation 2 is something like 300 Mhz; PlayStation 3 about 3.2 Ghz -- about 10 times as much. But even so, it's very, very hard to do.
"The world we're in now, though, frequency has stopped increasing," he added. "For example, if you look at your PC, the frequency of the CPU hasn't changed much in the last ten years. And that makes emulation just really hard to do."
Microsoft's Xbox One is also not compatible with its predecessor's media. Nor can you use the Xbox 360's Kinect with the Xbox One; you must purchase the updated version of the peripheral. There is no PlayStation Now equivalent for Xbox One.
How do you make something backward compatible?
The more advanced the technology used for consoles becomes, the more difficult--and more expensive--it is to add the hardware or software necessary for backward compatibility. Consoles with more features will likely be pricier, and a current generation console with a the previous generation's chipset would be wildly expensive; think of a PS4 or Xbox One with another $200 tacked on to account for the additional parts. This is one reason why Sony and Microsoft have shied away from including backward compatibility in their current consoles.
But just what does it take to make something backward compatible? There are two ways to go about implementing the feature: hardware implementation and software emulation. Either you have the exact hardware needed to run previous generation games, or you're using the full power of the new hardware to emulate the previous generation's software.
The best way to add backward compatibility to a console is to include the important pieces of the previous generation machine's guts, like the CPU, GPU, and sound chips. For example, the Wii was able to play GameCube games because it was essentially a more powerful version of the GameCube. The PlayStation 2 also had the original PSOne chipset built in.
The other way, emulation, is a little trickier, and there are two different ways to make things work.
Dynamic recompilation ensures the most compatibility. This process takes code that has been written for one chip and, as the code goes through the CPU, translates it into code that the native hardware can interpret. This method may give hardware the best way to emulate software, but you need really strong hardware in order for dynamic recompiling to reproduce a 1:1 experience performance-wise.
Another way to emulate software is to add another layer of software that is written to mimic the hardware a code has been written for. This is the most common form of emulation because it doesn't drastically affect a game's performance. A good example of this is Microsoft's approach to emulating Xbox games for the Xbox 360; individual emulation software was written for each compatible game. That's the slight drawback: one emulation software can't be created for multiple titles, so the code has to be created separately for each game needing compatibility. The downloadable PSOne games Sony has released for PS3 and Vita come with emulation code tailored to that specific game, which is why we haven't seen every PSOne Classic released at once for any of the newer consoles. This is also how Nintendo is handling game releases for the Wii U Virtual Console.
For the Xbox 360, some games had additional compatibility updates to fix problems, but not all of them received these patches. Many Xbox games still have problems running on the 360, compatible or not.
The PS2 had a more powerful graphics system than its predecessor that could do parallel processing. When running a PSOne game on PS2, the timing between the hardware's parallel processing and the running software had to be exactly right, or the game would break. Later, slimmer PS2s used software emulation for PSOne games, and as a result only supported certain titles.
What do Microsoft and Sony have to say now?
Last fall, Sony's vice president of Sony Network Entertainment Eric Lempel stated in an interview with Game Informer that PlayStation Now could see the addition of PS4, PS2 and PSOne games in the future.
"In our plans going forward weโre looking at everything so thereโs the real possibility that youโll see PlayStation 1, PlayStation 2, and PlayStation 4 titles available," he said. "Right now itโs just PlayStation 3, but these are all options for the future."
Around the same time, head of Xbox Phil Spencer said Microsoft have heard fans' cries for backward compatibility, and that something was in the works for Xbox One.
"Back compat is always a hot topic at the turn of a generation, and I get why, especially on [Xbox 360] so many people bought so much digital content and it means that a lot of us, we're holding on to our 360s," Spencer said. "I get the question. I totally respect the question. Thereโs nothing I can say about it right now, but Iโll just say 'I hear you.' I definitely hear you and I'll continue to try to work to build something that can help people out."
GameSpot reached out to Sony and Microsoft for comment on their plans to bring backward compatibility to current consoles. However, neither company could share any information at this time, other than reiterations of what we already know. A representation from Sony said the company's long-term goals for PlayStation Now include bringing PS1 and PS2 games to service, but for now they are focused on PS3.
So this is where we are today: current consoles are not backward compatible, but with the recent rise in re-releases and remasters of previous generation games, we technically can play older games on newer consoles. The downside of this is the cost, as all of these remasters require an additional purpose. Moving forward, it seems that this is the likeliest way publisher will ensure we'll be able to play their older games for years to come.
I've been in amateur video translation/subtitle scene since 2013 and made over 700 subtitles. You can check most of them in my OneDrive.
CAT tools and software I can use
SDL Trados Studio 2017
SDL Passolo 2016
MemoQ
Memsource Cloud
XTM
Microsoft Office
Subtitle Edit
Aegisub
Services offered:
English to Korean translation
English to Korean proofreading
English to Korean Subtitling
Experience:
-Analyzed the project and created a style guide for the translators and updated TB to assure consistency and quality.
-Researched related source materials and actively shared the obtained information with other team members.
-Drafted a feedback report about new resources after analyzing their translations and shared it with the teams.
-Assured quality control of translations from multiple translators.
-Assured the translation quality of a previously localized game while playing with debug menu and walkthrough video as the reference.
-Translated and edited marketing materials such as store description.
-Translated and revised new in-game items, game events, heroes and blog posts introduced daily basis.
-Translated multiple cryptocurrency whitepapers and websites.
-With comprehensive analysis, successfully managed translation quality in which the primary source language was not English.
-Joined Korean audio recording session as the onsite editor and revised translations real-time during recording to assure the Korean voice sounds natural and consistent.
-Reconciled a dispute between translator and proofreader as the third party.
-Gained insight into how video games are developed and learned new technical terms while translating user manual of a popular game engine.
-Corrected technical and/or linguistic errors in the level-specific text, general subtitles, and lore while performing LQA task focusing on the basic story and character bios.
Previous works:
Translation:
App
Amount (iOS)
CloudPlayer (Android)
Movier(Universal Windows Platform)
Windows Software
7+ Taskbar Tweaker
MaxTo
Dopamine
EarTrumpet
Document
Gas monitoring device manual
IT company survey
Wireless audio device manual & app
Unity Korean user manual 2017.1 - 130k words
Blockchain/cryptocurrency
White paper for Starflow - 16k words
Website, pitch deck, white paper for eCharge.work - 10k words
Website, White Paper for VUtoken.io - 8k words
Sale kit, white paper, video, and website for Buglab.io - 14k words
White paper for Rate3.network - 14k words
Game
League of Legend test kit - ~8k words
Warhammer 40,000 Inquisitor - Martyr - 52k words
Discord - ~9k words
60 Parsecs - ~44k words
A Plague Tale: Innocence - ~2k words
Catch & Release - ~3k words
Dawn of Titans daily updates - 12k words and counting
Redout - ~2k words
Skyworld - ~2k words
Other
VO Onsite Editor(Skyworld) - 14 hours
Proofreading/LQA:
Games of Thrones Winter is Coming - ~157k words
A Plague Tale: Innocence - ~13k words
60 Parsecs DLC - ~4k words
COLINA: Legacy - ~18k words
Silver Chains - ~4k words
Pet World - ~3k words
Skyworld - ~7 hours
Earthfall - 25 hours
Call of Cthulhu - 13 hours
The Curious Expedition - 4 hours
Subtitle/transcription:
Subtitling for a school documentary (6+hours of video length)
Korean transcribing for a North Korean refugee interview (~8 hours of video length)
Korean transcribing/subtitling for baseball player interview (30 minutes of video length)
Korean transcribing for an interview (50 minutes of video length)
I have 250+ games on Steam, Origin, Uplay, GOG, and Xbox combined. Is this a good thing?
I don't know, but maybe I can do a really great job on video game translation.