Snaked (uglifruit) Mac OS

broken image


In addition to FaceTime, I also tried the old iSight with my El Cap Mac using both QuickTime video recording and iMovie. If you still have problems, check to be sure your old Firewire iSight still works. If your trouble persists, you might want to use OS X Recovery to completely reinstall your Mac OS. Message was edited by: EZ Jim. Downloaded the iso image and proceeded to make a Mac OS X bootable USB on windows. To create a bootable media to install Mac OS X leopard on my old macbook A1181. I used imageusb and installed. I was very happy to find this 10.5.4 version which worked perfectly. Many thanks to all. Slither through a new competitive version of Snake and survive as long as you can! Challenge your friends and try to be the biggest worm in Snake.io! Now, Fox-IT has identified a version of Snake targeting Mac OS X. As this version contains debug functionalities and was signed on February 21st, 2017 it is likely that the OS X version of Snake is not yet operational. Fox-IT expects that the attackers using Snake will soon use the Mac OS X variant on targets. 2) The most recent version of the Lorex Stratus Client for Mac is supposed to be compatible with OS 10.9. I have been unable to run the app (quits on launch). 3) Email notification is configured correctly, but not working. I have opened support tickets with Lorex on these issues, but have yet to hear back (few days so far).

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Metal Gear Solid: The Twin Snakes

Developer(s)Silicon Knights, Konami
Publisher(s)Konami
Platform(s)GameCube
Release date(s)NA March 9, 2004
JP March 11, 2004
EU March 26, 2004
Genre(s)Stealth, Action
Mode(s)Single-player
Input methodsGameCube Controller
Compatibility5
Perfect
GameIDsGGSPA4, GGSJA4, GGSEA4
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Metal Gear Solid: The Twin Snakes is a stealth action video game. The Twin Snakes is a remake of Metal Gear Solid, developed and first published by Konami in 1998. The Twin Snakes features graphical improvements over the original, new cutscenes written and directed by Ryuhei Kitamura, and gameplay functions originally introduced in the sequel Metal Gear Solid 2: Sons of Liberty. The game also includes a revised translation with re-recorded voice acting using most of the original English voice cast.

  • 1Problems
  • 2Enhancements
    • 2.2Widescreen

Problems

Codec Screen Defects

The backdrop of the codec screen that zooms in on Snake requires XFB set to real. While Virtual will display it correctly after setting it to Real, this only lasts for one loading zone, then you would have to toggle Real again to make Virtual work again. In order to avoid the bug altogether, enable XFB Real. This is a minor defect, and enabling XFB Real causes the game to render at native resolution, so use at your own discretion. Fixed with Hybrid XFB in 5.0-5874.

The backdrop of the codec will be rendered wrong even with Hybrid XFB if 'Store XFB Copies to Texture Only' is on. Disable this for proper emulation, at a performance penalty.

Enhancements

MSAA/SSAA

Use of MSAA/SSAA will break shadows in the Vulkan, OpenGL and D3D12 back-ends. Use D3D11 to avoid this issue.

Widescreen

Make sure to set Aspect Ratio graphics setting to Force 16:9 when using these Gecko codes.

NA

EU

Snaked

Snaked Ugli Fruit Mac Os Catalina

60Hz PAL

In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode. This will cause FMV segments to become out of sync.

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Metal Gear Solid: The Twin Snakes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-14085(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Snaked Ugli Fruit Mac Os Download

Test Entries
Revision OS Version CPU GPU Result Tester
r6423Windows 7Intel Core 2 Duo E7300NVIDIA GeForce 9600 GTNo Problems
r6505Windows 7Intel Pentium E6300 @ 3.3GHzATI Radeon HD 4850Stable and very close to solid 60FPS (except in cutscenes) with OpenGL, HLE XAudio2, Fast Safe Texture Cache, and Lock Threads to Cores. Toggle EFB to RAM for Goggles.axfelix
r7310Windows 7Intel Pentium E5300 @ 2.6GHzATI Radeon HD 5450Good,you have to enable MMU hack or the game crash at the title, the game don't have any problem but i can play at 30FPS--> 60% speed with DX9 plug-inMarkon89
r7387Windows 7Intel Core 2 Duo P7450 @ 2.13GHzNVIDIA GeForce G210MBad, working better in OpenGL mode. Anyway, FPS meter says 28FPS but game have a weird -annoying- slowdown; minor sound glitches and nano-communication background texture generally turns in a bad, green colorbfrheostat
r7393Windows 7Intel Core 2 Duo E7400 @ 2.8GHzNVIDIA GeForce 9600 GTSpeed 70-100% FPS 25-50 DX9 plugin, good emulation and very playableLicous
r7571Windows 7Intel Core i7-920 @ 4.8GHzNVIDIA GeForce GTX 480No problem but very big crash in cutsceneYaruM
3.0Windows 7AMD Phenom II 1055t @ 3.5GHzAMD Radeon HD 6870Fully Playable 55-60FPS with very minor visual artifacts on some cutscenes. Sound is buggy most of the time, even when using the LLE engine. HLE sounds better during general gameplay but LLE fixes the crashes during cutscenes. Using DX9 with with cache display lists and OpenMP texture decoder enabled.
r7671Windows 7AMD Athlon X3 455 @ 3.5GHzAMD Radeon HD 6850Above average, minor sound skipping in the cutscenes when frames drop, no crashes or error messages encountered, some transparency problems around certain objects in game, 50-60FPSotomo
r7683Windows 7AMD Phenom II X4 955 @ 3.2GHzATI Radeon HD 5770Bad, codec conversations stops after some seconds, sound glitches, game crash in cutscenes, 30-50FPS0005
r7690Windows 7Intel Core 2 Duo T9400NVIDIA GeForce 9800M GTSNo Problems, but only 35-60FPS!
3.0-201Windows 7Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce 470 GTXPlayable, no cutscene crashes. Texture Glitches on closeups. Overall Music and sound glitches, heavy sound glitches and major slowdown on alert and weapon firing, also sound (+subtitles(!)) lags behind in cutscenes; Audio/FPS throttle doesn't fix this. 50-60FPS
3.0-373Mac OS X 10.7.2Intel Core i7-2675QM @ 2.2GHzAMD Radeon HD 6750MPlayable. 47-60FPS. Little to no slowdown during the introduction or first section of the game in the heliport.jedivulcan
3.0-377Windows 7Intel Core 2 Duo E8500 @ 4.23GHzNVIDIA GeForce GTX 285 2GBPlayable. Mostly smooth, with occasional slowdown. Music cuts out frequently, sometimes permanently, and sound and music crackles.Lycan
3.0-458Windows 7Intel Core i7-2600K @ 3.40GHzNVIDIA GeForce GTX 580 1.5GBFull speed gameplay, but cutscenes freeze after a few seconds and the sound is glitchy. Though I'm using the default Dolphin download with no modifications whatsoever.Gwame
3.0-631Windows 7Intel Core i5-460M @ 2.53GHzIntel HD Graphics(Core i5) 1.3GbPlayable. Just a minor sound glicht in codec conversation and cutscenes, but gamemplay is good.Fox zero
3.0-688Mac OS X 10.7.4Intel Core i7-2675QM @ 2.2GHzAMD Radeon HD 6750MPlayable. Slow in a lot of areas. Shutters. Audio glitches. I really question what kind of drugs I was on to comment that this worked really well on revision 373.jedivulcan
3.0-710Windows 7Intel Core 2 Quad Q9550 @ 2.83GHzNVIDIA GeForce GTX 580 1.5GBFull speed gameplay with accurate vbeam emulation enabled. FPS is heavily CPU dependent, but constant enough to be very playable. The issue where sound skips/cuts out during cutscenes can be fixed by either using DSP LLE or changing the backend to Xaudio2 if you want to use HLE Emulation.Whall005
3.0-739Windows 7AMD FX 4100 @ 4.22GHzNVIDIA GeForce GT 520Full speed gameplay with accurate vbeam emulation enabled. FPS 59.9-60FPS at all times with no decrease, 1600x900 resolution and default settings The issue where sound skips/cuts out during cutscenes can be fixed by either using DSP LLE or changing the backend to Xaudio2 if you want to use HLE Emulation.
3.0-844-newaxhleWindows 7 SP1Intel Core i5-2500K @ 3.7GHzNVIDIA GeForce GTX 580 1.5GBPerfect emulation, no crashes, full speed the hole time. MMU speed hack needed to boot correctly into the game. EFB copies to RAM not texture to fix thermal goggles issue. Disable widescreen hack to avoid double images in cutscenes.

Important: to avoid sound cutoffs, do the following:VBEAM accurate emulation turned ON in rom settingsDSP recommended: NEW AX HLE 3.0.844Framerate limit to: Audio not Auto(with 'Limit by FPS' turned on to avoid audio faster than video as in lips desynched with audio).Audio backend: XAUDIO2If still experiencing sound stuttering, try PAL version of the game, have tried both NTSC and PAL, and Pal is better in regards of avoiding sound stuttering. ONLY slowdown is in cutscenes that have real footage but there are only four of them and they are short.

FrankJaeger
3.5-367Windows 8Intel Core i5-2500 @ 3.3GHzNVIDIA GeForce GTX 660Perfect emulation, No Problems, 60FPS! Internal Resolution = 'Auto (Window Size)' 1920x1080p.Cronö
3.5-1123Windows 7Intel Core i5 @ 2.7GHzATI Radeon HD 5750Better than previous builds 'out of the box'. Stable and 30FPS. Slight audio cracking and popping.TonyTheTerrible
3.5-1154Windows 10Intel Core i3-2110 CPU @ 3.10 GHzNVIDIA GeForce GTX 650 2 GBThe only revision I could use to get this game to a playable state, as of the time I typed this. Near-flawless cutscenes with occasional slowdown. Gameplay near-flawless, but subject to slowdown when left on long enough and/or in a gun fight with enough people shooting at you. LLE to prevent cutscene crashes, though using HLE, crashes are much less common than other revisions, but not unheard of. Tested until the end of the cutscenes after fighting Ocelot. The only Live-action sequence during said cutscene (When Baker explains how the nuclear waste is being stored away poorly) is prone to slowdowns/audio cutting off every few seconds and video freezes. Subtitles keep going as normal however, so it stays bearable. Restart the game frequently, as the audio becomes progressively more static.Pokefrazer
3.5-1344Windows 8AMD Phenom II X4 955 @ 3.4GHzAMD Radeon HD 6950 2GBFull speed gameplay, perfect gameplay. FPS stable at 50-52FPS, 25-27 on cutscenes, playing perfectly. My settings : VBEAM speed hack enabled (right click -> properties on the ROM). Config : Framelimit = 'Audio' & 'Limit by FPS'. GFX = D3D9, 1920x1080, Stretch to window, Internal Resolution = 'Auto (Multiple of 640x528)', 4xMSAA, 8xAF, Scaled EFB. NO widescreen hack or you'll get double screen on cutscenes and general graphic glitches, use 'stretch to window' instead. For hacks, EFB copy to RAM, accuracy fast will suffice. For DSP use LLE, On Dedicated Thread, XAudio2.Alexbeav
4.0.2Windows 7Intel Core i7-4710MQ @ 3.4GHzNVIDIA GeForce GTX 860MPerfect all the way through save for some crackling audio and jerky framerate during certain live-action footage. Tested at 2X native with the OpenMP hack on. All other options on default.Andy
4.0-146Windows 7Intel Core i7-920 @ 2.67GHzATI Radeon HD 5850Full speed. But there are a few cases where there's annoying bugs/crashes. In particular is the fight with the stealth soldiers in the elevator. They will most of the time end up not spawning at all, causing you to reload multiple times until they do. Another thing I'm currently stuck at is the fight with Vulcan Raven (2nd battle, inside the frozen hangar). It crashes the emulator the moment Raven starts to shoot his minigun.Ryudo
4.0-2720Windows 7Intel Core i3-2120 @ 3.2GHzIntel HD 2000Always full speed emulation @ native resolution. A few minor glitches: Quickly appearing green lines on title screen, cracking sound while saving, graphical bugs after climbing the ladder which leads to the roof of Comm. Tower B, cutscenes showing real-life footage run too slow (just video, audio is fine), one cutscene with real-life footage leads to video and audio bugs (the cutscene with Liquid explaining the Gulf War Syndrom) hack-settings used: Skip EFB-Access=off, ignore format changes=on, EFB-Copies=RAM+activate cache, External Frame Buffer=realBoltek
4.0-5935Windows 7AMD FX-8350 @ 4.0GHzNVIDIA GeForce GTX 750Near Flawless emulation. 60FPS at 4x Native. Use configs above to eliminate any problems with the emulation.Combatheros
4.0-5935Windows 7AMD Phenom II X4 965 @ 3.4GHzNVIDIA GeForce GTX 760Near perfect. OpenGL Backend, 60FPS 1920x1080 3x Native. Anti-Aliasing + Anisotropic Filtering. Store EFB Copies to Texture Only (Store EFB Copies to RAM caused Codec Green Screen for me) Audio = DSP LLE recompiler. Everything else Default.BaKoFFiCeR
4.0-9142Windows 10Intel Core i5-4460NVIDIA GeForce GTX 970Freezes during cutscenes; either disable Dual-Core or enable Synchronize GPU thread. Performance takes a hit, though. Otherwise, no real problems using OGL backend.Karmeleon
5.0-1103Windows 10Intel Celeron G1820 @ 2.7GHzIntel Graphics Desktop (Haswell)You need to enable XFB and use Real XFB to fix the Codec Screen background. (it's a minor issue, though. Enabling these causes a big hit on performance, so if you have a low-end PC, like I do, don't enable them) You can use the cheat above to get the game set to 'Widescreen', but don't forget to force the system to 16:9 as well for it to work. Lastly, the game is dropping frames a little, maybe it's just my machine.clorophilla
5.0-3297Windows 7Intel Core i5-4670K @ 3.4GHzAMD Radeon R9 280 @ 3 GBThe game runs really good, but I'm currently running into an old issue that I had fixed before, but I don't remember how I fixed it the last time I played. (Dolphin will crash upon initiating the second battle against Raven in the frozen container area). -- Update regarding this; It was caused by a Cheat Code. In particular 'Infinite Rations'. Disabling said cheat fixed the issue.Ryudo
5.0-3749Windows 10Intel Core i7-7700KNVIDIA GeForce GTX 980 TiNearly Flawless. Only problem I encountered aside from codec screen was some frame drop during the live action FMV leading up to the Liquid fight.IceStrike256

Gameplay Videos

Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=Metal_Gear_Solid:_The_Twin_Snakes&oldid=174306'

Warning: The first part of this article mentions many iPod models, often distinguished both by a minuscule cognomen, such as 'nano' or 'shuffle,' and a generation number, such as 'second-generation.' If you're not an iPod expert, it might help to have at your elbow an encyclopedic historical list of models, such as this one from Apple.

This is the story of a dilemma and a solution. To avoid keeping you in suspense, I'll outline the dilemma and the solution up front; then I'll explain why the dilemma was a dilemma, and why the solution turned out to be a solution. The dilemma:

  • I run (if you can call it running) every day.
  • While running, I like to listen to various news and educational podcasts, or audio books. (I do sometimes listen to music while running, but much less often.)
  • I had this problem completely solved: I've been using a second-generation iPod nano for years, and loved it. But it finally gave up the ghost.

  • Apple no longer makes any iPods that I'm willing to take running with me — except, just maybe, the iPod shuffle.

The solution: Hey, this iPod shuffle isn't so bad!

Now that I've spoiled the story by revealing the plot and the ending, let's go back to the beginning.

A Man, A Plan, A Nano — Picture me, preparing for my daily run. I'm exquisitely outfitted with my second-generation iPod nano. It's encased in a thick protective silicone-rubber sleeve, attached to a velcro armband. I've run this way every day for years, rain or shine. Unfortunately, something (I suspect the aforementioned rain) finally damaged its internal electronics, and I had to seek a substitute. Even more unfortunately, as I discovered when I began to research the current iPod situation, Apple barely makes any iPod that I would consider acceptable as a successor to the second-generation iPod nano.


To explain why, let me tell you what I loved about my iPod nano. It was wondrously simple, yet defiantly rugged, a slender aluminum rectangle with a tiny screen, a click wheel, and very little else. The screen was a crude, low-resolution LCD, capable of portraying no more than a few short lines of text. Yet this screen told me everything I needed to know: what's playing, how long it is, how much time remains. And the screen was also an ingenious and powerful management interface, thanks to the click wheel, which not only provided thebasic play/pause, next/previous, fast-forward/rewind, and volume-adjustment functionality, but also, in conjunction with the screen, enabled me to dive down into various menus to navigate settings, playlists, and albums, as well as scrolling to a specific point in a track.


Crude as the screen was, I could see it even in the bright California sun. Even more important, the tactile quality of the click wheel meant that I could perform most functionality needed out on the trail (such as skipping a track, or adjusting the volume) without even looking at the device.

The iPod nano also had no moving parts. That might seem obvious, but you should have seen me in the days before flash memory, trying to run with a portable CD player! Also, the moving parts issue is one reason I would never run with, say, an iPod classic, which contains a spinning hard disk. I do know people who run carrying an iPod classic, but I think they're nuts. Hard disks can crash. Equally significant, I can crash, and I often do: I do a lot of smashing through brush, and stumbling and falling over logs and rocks, so I could easily jar that hard disk into eternal silence. Besides, an iPod classic is expensive. I'm not heading out into the dust and the rain with $250 worth of fragile equipment strapped to my arm!

For the same reason, I wouldn't usually consider running with my iPhone. To be sure, an iPhone is a wonderful device: besides being a phone, it contains a GPS, so it might stand in for my Garmin Forerunner 305, plus it's a camera, something I frequently wish I had with me while running through the gorgeous Southern California scenery. I do walk with my iPhone, even into the back country; I carry it while dirt biking; but when I'm out there nearly naked, without pockets, facing the elements and pounding along, the expensive, delicate iPhone seems terribly out of place. And it's too big!

Another reason I don't want to carry an iPhone is the screen. It's hard to read in bright light (and the Southern California sun is very bright, one of the reasons I love living here); and it's a touchscreen. This means that in order to manipulate it, I'd need to stop running, take the iPhone off my arm or out of its pouch or whatever, clean and dry my finger, unlock the screen, deal with the Music app, lock the screen, put the iPhone back in its place, and start running again. The iPod nano, with its tactile click wheel, could usually (as I've already said) be manipulated without my breaking stride; and if I did have to stop and change playlists, the screen backlighting was very bright, and the click wheel was protected frommy sweaty hands by the rubber sleeve.

Open the iPod Bay Doors, Please, Hal — Imagine, then, my surprise and horror when, after my iPod nano stopped working, I turned to the Internet to research the state of current iPod models:

  • The iPod classic, as I've already said, is expensive and has a hard drive; plus, it's rather large. This is a pity, because its click-wheel-and-screen interface is extremely similar to that of my iPod nano.
  • The iPod touch is effectively an iPhone without the phone, and, for the same reasons as the iPhone, wouldn't make a good running companion: it's too big, it's too easily damaged, and it has a touchscreen, with all the attendant complexity. That's a pity, because I happen to own one already, a third-generation model that I don't use much any more. I seriously considered using it for running when the iPod nano stopped working, but decided against it.

  • The current iPod nano had me momentarily tempted. After morphing its way through several generations, including the very strange small square of the sixth generation, it is once again, in its seventh generation, similar in size and shape to the second generation. But, darn it, it has a touchscreen! Plus, it's relatively expensive at $149, not least because it's loaded with electronics that I don't need (Bluetooth, radio, accelerometer, and so forth). It's a very clever device, but for running I want something simpler, sparer, tougher, and cheaper.

Having gotten this far, I was nearly in despair. What was Apple thinking, in doing away with everything that, to me, made my iPod nano worth having? Was there nothing acceptable in their iPod arsenal?

Such was the process of elimination that brought me, at last, to consider the iPod shuffle. I didn't want to consider the shuffle. I had been brought this far very much against my will. I remember when the shuffle first appeared, and I thought at the time that it was just plain stupid. (Of course, that doesn't prove much, since, as is well known, other things that I thought were stupid when they first appeared included Web browsers, iMacs, Mac OS X, and the iPhone.) But the shuffle had no display at all, and its name promoted its capability to randomize play order, which was just the opposite of how I listen: I like to set up playlists of podcasts and listen in order. Without a way to listen in order, without a way tochoose and navigate a playlist — which surely must require a screen — the shuffle seemed completely out of the running (pun intended).

It turns out, however, that the iPod shuffle, too, has undergone various mutations during its generational evolution. It has had more form factors than Oprah, ranging from a tall rectangle like a package of Juicy Fruit gum to a tiny rectangle barely larger than its click wheel. It even went through a phase (the third generation) where it had no click wheel at all! The current fourth-generation iPod shuffle has inherited the best of the previous generations' features, and after some further research I realized, to my surprise, that it might very well do, so I nipped out to Fry's Electronics and bought one. I've had it only a few days, but it is already perfectly clear to me that, for my purposes, not only is it indeed the bestchoice out of the range of current iPod models, but in fact it's going to work more than satisfactorily as a replacement for my beloved iPod nano.

The Shuffle's Mortal Coil — I'll try to explain what I like about my iPod shuffle for my particular use case. Some aspects of the shuffle that might be thought weaknesses turn out to be strengths, or at least not significantly different from my old iPod nano; in one or two areas it definitely disappoints, but in ways I can live with. And some features of the shuffle turn out to be better than the nano!

What I got was a slate (black) iPod shuffle (there are seven other current colors); it cost about $40, because Fry's has a low-price guarantee and that was the Amazon price at the time. It is astoundingly small: the click wheel is about the size of a U.S. 25-cent coin, and the body overall is about the size of a U.S. 50-cent coin. The case is aluminum and feels very solid indeed. It is ridiculously light. On the back is a spring clip. After some experimentation, I have settled on attaching the clip to the top of the waistband of my running shorts, where I do not feel it at all. In this respect, the iPod shuffle is better than the iPod nano was; the nano involved the complication and pressure of an armband, while the shufflejust vanishes into my clothing.

Snaked Ugli Fruit Mac Os 11


By the same token, I have hopes that the iPod shuffle will prove more resistant to rain than the iPod nano was. I have not yet run in the rain, but I think that in most cases my shirt, worn outside my waistband, will be sufficient to protect it; in case of a serious downpour, I might put some plastic over it. (There does exist a truly waterproof iPod shuffle case, but my use case is running, notswimming!) Moreover, the shuffle has less surface and orifice area for water to enter than the nano did. The nano had the old-style 30-pin dock connector port, which is how I think the water eventually got in to ruin it; the shuffle has no open ports, because its charging-and-syncing port is also its headphone port and is therefore occupied by the headphone jack. (The included charging-and-syncing cable has a USB connector at one end, suitable for plugging into a computer or an iPhone wall charger, and a headphone jack at the other end. It's only about 1.5 inches [3.8 cm] long; I wish it were longer, but it's no big deal.)


On the top of the device is a switch with three positions: Off, Normal, and Shuffle. I don't expect I'll ever use Shuffle mode, which randomizes play order within a playlist; I listen to podcasts in a set order, as I've said, and even a music playlist has a meaningful order to a classical music listener — it is not merely a grab-bag of independent 'songs.' (A random movement from a concerto, or a random variation from a theme-and-variations, would be downright painful.) I don't know whether I should be switching offthe iPod shuffle between runs; so far I've not done so, and it seems to be holding its charge very well. If that keeps up, I might never need to switch it off.

The click wheel, too, is actually better than the iPod nano's click wheel. On the nano, the wheel's four cardinal points and its center were buttons, but the wheel was also sometimes a wheel: to increase and decrease the volume, for example, or to navigate the tracks in a playlist, you had to treat the wheel like a touchscreen, moving your finger around the wheel in a circular gesture. On the trail, with a wet and dusty finger, I sometimes had difficulty with that gesture; the nano just couldn't sense what I was doing. Also, the nano often got confused between my pressing the center button (select) and pressing the bottom of the wheel (play, pause, or — with a long hold — shut off). What the iPod shuffle has, despite the wheelshape, is really five distinct buttons: louder/softer (the north and south cardinal points), previous/next or fast-forward/rewind (west and east), and play/pause (center). The springy, clicky tactile response of these buttons is superb, and the raised wheel shape is easy to sense. As a result, I've become adept at pressing the desired button without looking (and a good thing too, since the shuffle, you remember, is located at my waist!).

Snaked Ugli Fruit Mac Os X

The center button on the iPod shuffle does a clever thing: if you hold it down for three seconds, it locks the click wheel (and produces, though the headphones, the lock sound now so familiar from the iPhone and iPad). The center button and the four cardinal point buttons are then unresponsive until either you hold down the center button for three seconds again or you shut off the device. This is useful to prevent accidental button clicks. I use this particularly when removing the shuffle's spring clip from my waistband at the end of a run: it's almost impossible to do that without accidentally pressing the click wheel somewhere, but such a press doesn't do anything if the click wheel is locked.

Managing what's on the iPod shuffle is exactly like managing what was on the iPod nano. The shuffle holds only 2 GB of music. So did the nano. To manage what music or podcasts is on the shuffle, you have to plug it into a computer and use iTunes. That was also true of the nano. With the shuffle, however, it's more important than it was on the nano to arrange things into playlists when you're setting it up with iTunes. That's because, when you're out in the field, the shuffle, unlike the nano, has no concept of albums or composers; the playlist is the only unit of internal categorization available to you.

And exactly how, you may ask, are playlists available to you when you're out in the field with the shuffle? The nano, of course, had a screen, so you could dive into a list of your playlists or your albums or what have you. The shuffle solves the same problem by talking to you via VoiceOver. On the fourth-generation iPod shuffle, there's a separate VoiceOver button, on top of the device. If you simply press and release it, it reads you the name of the current track, and if you use the click wheel previous/next buttons it will read you the name of each track you switch to; in this way, you can navigate within a playlist. To navigate to a playlist, you hold the VoiceOver button down for longer; the device startsreading you the name of every playlist, and if you click the center button just after you hear a playlist's name, you're now in that playlist. You can also double-click the VoiceOver button to hear a report of your battery status.

This is ingenious, but it's also the main area in which, for me, the iPod shuffle falls short: the VoiceOver recitation is insufficiently informative. I load up my device with enough podcast episodes to last me for about a week's worth of running. When I've listened to all of them, I hook up to the computer, remove those podcast episodes, and load up more episodes, which the podcast creators have been kind enough to publish during the intervening week. Thus, when I'm using my shuffle, I need to know how many podcast episodes are in the current playlist, and which track of the playlist (by number) I'm listening to now. In particular, I need to know how close I am to reaching the last episode, because when I get to the lastepisode, I'm going to need to return to home base to remove the existing podcasts and add new ones. With the iPod nano, I could obtain this information by looking at the screen (it would say, for example, '13 of 14'). With the iPod shuffle, it's not so easy. My choices seem to be:

  • Navigate the playlist via VoiceOver, listening to the titles of the podcast episodes, and counting. This seems clumsy, and is an invitation to lose my place.
  • Memorize the contents of the playlist, so that when I hear a certain episode I know that I'm reaching the end of the playlist. Due to certain personal limitations of my brain, that's not going to happen!

  • Once back home, plug the device into the computer and examine the playlist with iTunes to see where I am. That's the method I seem to be using so far.

I've now described all the buttons and functions of the iPod shuffle, but I should also mention that instead of controlling the device through the buttons on the device itself, you can control it through the remote three-button switch attached to some headphones and earbuds. This could prove desirable out in the field; some podcasts that are not run through The Levelator include both very loud and very soft talking, and I find I can adjust the volume more nimbly with the remote than with the shuffle's built-in controls. Oddly, the earbuds that come with the shuffle lack a remote switch; but that scarcely matters to me, as I detest those earbuds (they are the old-style Appleearbuds) and was certainly never going to run with them (the sound is lousy and they just fall right out of my ears). I would have liked to try Apple's new-style EarPods but the shuffle, disappointingly, didn't include them. Note that if your favorite listening hardware doesn't include a remote, you can obtain a short inline adapter, such as the iLuv Remote.

The only downside to using the remote is that there's a serious learning curve. There are only three buttons — Volume Up at one end, Volume Down at the other end, and a click switch in the middle — and the gestural language for obtaining particular functionality is far from intuitive. For example, wouldn't you expect that to advance to the next track, or to fast-forward, you'd use the Volume Up button in some way? But no: it's double-click the center button (and triple-click to go to the previous track). Apple has a useful support document listing the available gestures; I'm still studying it. My iPhone and iPod touch respond to the remote in much the same way, but I'venever bothered to study the list of gestures; the iPod shuffle, with its lack of a screen, makes a knowledge of the full range of remote gestures rather more necessary.

Not So Bad — So that's the story of how I surprised the dickens out of myself by ending up with, and liking, an iPod shuffle. Whatever helps me get into my running togs and out the door is a good thing, and the iPod shuffle definitely does: with its impossibly tiny size and amazingly good sound, it's like a secret personal trainer literally at my side.

Mac

Snaked Ugli Fruit Mac Os Catalina

60Hz PAL

In the PAL-Version the 60Hz mode cannot be activated at startup. Use this Gecko code to force the 60Hz mode. This will cause FMV segments to become out of sync.

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Metal Gear Solid: The Twin Snakes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-14085(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Snaked Ugli Fruit Mac Os Download

Test Entries
Revision OS Version CPU GPU Result Tester
r6423Windows 7Intel Core 2 Duo E7300NVIDIA GeForce 9600 GTNo Problems
r6505Windows 7Intel Pentium E6300 @ 3.3GHzATI Radeon HD 4850Stable and very close to solid 60FPS (except in cutscenes) with OpenGL, HLE XAudio2, Fast Safe Texture Cache, and Lock Threads to Cores. Toggle EFB to RAM for Goggles.axfelix
r7310Windows 7Intel Pentium E5300 @ 2.6GHzATI Radeon HD 5450Good,you have to enable MMU hack or the game crash at the title, the game don't have any problem but i can play at 30FPS--> 60% speed with DX9 plug-inMarkon89
r7387Windows 7Intel Core 2 Duo P7450 @ 2.13GHzNVIDIA GeForce G210MBad, working better in OpenGL mode. Anyway, FPS meter says 28FPS but game have a weird -annoying- slowdown; minor sound glitches and nano-communication background texture generally turns in a bad, green colorbfrheostat
r7393Windows 7Intel Core 2 Duo E7400 @ 2.8GHzNVIDIA GeForce 9600 GTSpeed 70-100% FPS 25-50 DX9 plugin, good emulation and very playableLicous
r7571Windows 7Intel Core i7-920 @ 4.8GHzNVIDIA GeForce GTX 480No problem but very big crash in cutsceneYaruM
3.0Windows 7AMD Phenom II 1055t @ 3.5GHzAMD Radeon HD 6870Fully Playable 55-60FPS with very minor visual artifacts on some cutscenes. Sound is buggy most of the time, even when using the LLE engine. HLE sounds better during general gameplay but LLE fixes the crashes during cutscenes. Using DX9 with with cache display lists and OpenMP texture decoder enabled.
r7671Windows 7AMD Athlon X3 455 @ 3.5GHzAMD Radeon HD 6850Above average, minor sound skipping in the cutscenes when frames drop, no crashes or error messages encountered, some transparency problems around certain objects in game, 50-60FPSotomo
r7683Windows 7AMD Phenom II X4 955 @ 3.2GHzATI Radeon HD 5770Bad, codec conversations stops after some seconds, sound glitches, game crash in cutscenes, 30-50FPS0005
r7690Windows 7Intel Core 2 Duo T9400NVIDIA GeForce 9800M GTSNo Problems, but only 35-60FPS!
3.0-201Windows 7Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce 470 GTXPlayable, no cutscene crashes. Texture Glitches on closeups. Overall Music and sound glitches, heavy sound glitches and major slowdown on alert and weapon firing, also sound (+subtitles(!)) lags behind in cutscenes; Audio/FPS throttle doesn't fix this. 50-60FPS
3.0-373Mac OS X 10.7.2Intel Core i7-2675QM @ 2.2GHzAMD Radeon HD 6750MPlayable. 47-60FPS. Little to no slowdown during the introduction or first section of the game in the heliport.jedivulcan
3.0-377Windows 7Intel Core 2 Duo E8500 @ 4.23GHzNVIDIA GeForce GTX 285 2GBPlayable. Mostly smooth, with occasional slowdown. Music cuts out frequently, sometimes permanently, and sound and music crackles.Lycan
3.0-458Windows 7Intel Core i7-2600K @ 3.40GHzNVIDIA GeForce GTX 580 1.5GBFull speed gameplay, but cutscenes freeze after a few seconds and the sound is glitchy. Though I'm using the default Dolphin download with no modifications whatsoever.Gwame
3.0-631Windows 7Intel Core i5-460M @ 2.53GHzIntel HD Graphics(Core i5) 1.3GbPlayable. Just a minor sound glicht in codec conversation and cutscenes, but gamemplay is good.Fox zero
3.0-688Mac OS X 10.7.4Intel Core i7-2675QM @ 2.2GHzAMD Radeon HD 6750MPlayable. Slow in a lot of areas. Shutters. Audio glitches. I really question what kind of drugs I was on to comment that this worked really well on revision 373.jedivulcan
3.0-710Windows 7Intel Core 2 Quad Q9550 @ 2.83GHzNVIDIA GeForce GTX 580 1.5GBFull speed gameplay with accurate vbeam emulation enabled. FPS is heavily CPU dependent, but constant enough to be very playable. The issue where sound skips/cuts out during cutscenes can be fixed by either using DSP LLE or changing the backend to Xaudio2 if you want to use HLE Emulation.Whall005
3.0-739Windows 7AMD FX 4100 @ 4.22GHzNVIDIA GeForce GT 520Full speed gameplay with accurate vbeam emulation enabled. FPS 59.9-60FPS at all times with no decrease, 1600x900 resolution and default settings The issue where sound skips/cuts out during cutscenes can be fixed by either using DSP LLE or changing the backend to Xaudio2 if you want to use HLE Emulation.
3.0-844-newaxhleWindows 7 SP1Intel Core i5-2500K @ 3.7GHzNVIDIA GeForce GTX 580 1.5GBPerfect emulation, no crashes, full speed the hole time. MMU speed hack needed to boot correctly into the game. EFB copies to RAM not texture to fix thermal goggles issue. Disable widescreen hack to avoid double images in cutscenes.

Important: to avoid sound cutoffs, do the following:VBEAM accurate emulation turned ON in rom settingsDSP recommended: NEW AX HLE 3.0.844Framerate limit to: Audio not Auto(with 'Limit by FPS' turned on to avoid audio faster than video as in lips desynched with audio).Audio backend: XAUDIO2If still experiencing sound stuttering, try PAL version of the game, have tried both NTSC and PAL, and Pal is better in regards of avoiding sound stuttering. ONLY slowdown is in cutscenes that have real footage but there are only four of them and they are short.

FrankJaeger
3.5-367Windows 8Intel Core i5-2500 @ 3.3GHzNVIDIA GeForce GTX 660Perfect emulation, No Problems, 60FPS! Internal Resolution = 'Auto (Window Size)' 1920x1080p.Cronö
3.5-1123Windows 7Intel Core i5 @ 2.7GHzATI Radeon HD 5750Better than previous builds 'out of the box'. Stable and 30FPS. Slight audio cracking and popping.TonyTheTerrible
3.5-1154Windows 10Intel Core i3-2110 CPU @ 3.10 GHzNVIDIA GeForce GTX 650 2 GBThe only revision I could use to get this game to a playable state, as of the time I typed this. Near-flawless cutscenes with occasional slowdown. Gameplay near-flawless, but subject to slowdown when left on long enough and/or in a gun fight with enough people shooting at you. LLE to prevent cutscene crashes, though using HLE, crashes are much less common than other revisions, but not unheard of. Tested until the end of the cutscenes after fighting Ocelot. The only Live-action sequence during said cutscene (When Baker explains how the nuclear waste is being stored away poorly) is prone to slowdowns/audio cutting off every few seconds and video freezes. Subtitles keep going as normal however, so it stays bearable. Restart the game frequently, as the audio becomes progressively more static.Pokefrazer
3.5-1344Windows 8AMD Phenom II X4 955 @ 3.4GHzAMD Radeon HD 6950 2GBFull speed gameplay, perfect gameplay. FPS stable at 50-52FPS, 25-27 on cutscenes, playing perfectly. My settings : VBEAM speed hack enabled (right click -> properties on the ROM). Config : Framelimit = 'Audio' & 'Limit by FPS'. GFX = D3D9, 1920x1080, Stretch to window, Internal Resolution = 'Auto (Multiple of 640x528)', 4xMSAA, 8xAF, Scaled EFB. NO widescreen hack or you'll get double screen on cutscenes and general graphic glitches, use 'stretch to window' instead. For hacks, EFB copy to RAM, accuracy fast will suffice. For DSP use LLE, On Dedicated Thread, XAudio2.Alexbeav
4.0.2Windows 7Intel Core i7-4710MQ @ 3.4GHzNVIDIA GeForce GTX 860MPerfect all the way through save for some crackling audio and jerky framerate during certain live-action footage. Tested at 2X native with the OpenMP hack on. All other options on default.Andy
4.0-146Windows 7Intel Core i7-920 @ 2.67GHzATI Radeon HD 5850Full speed. But there are a few cases where there's annoying bugs/crashes. In particular is the fight with the stealth soldiers in the elevator. They will most of the time end up not spawning at all, causing you to reload multiple times until they do. Another thing I'm currently stuck at is the fight with Vulcan Raven (2nd battle, inside the frozen hangar). It crashes the emulator the moment Raven starts to shoot his minigun.Ryudo
4.0-2720Windows 7Intel Core i3-2120 @ 3.2GHzIntel HD 2000Always full speed emulation @ native resolution. A few minor glitches: Quickly appearing green lines on title screen, cracking sound while saving, graphical bugs after climbing the ladder which leads to the roof of Comm. Tower B, cutscenes showing real-life footage run too slow (just video, audio is fine), one cutscene with real-life footage leads to video and audio bugs (the cutscene with Liquid explaining the Gulf War Syndrom) hack-settings used: Skip EFB-Access=off, ignore format changes=on, EFB-Copies=RAM+activate cache, External Frame Buffer=realBoltek
4.0-5935Windows 7AMD FX-8350 @ 4.0GHzNVIDIA GeForce GTX 750Near Flawless emulation. 60FPS at 4x Native. Use configs above to eliminate any problems with the emulation.Combatheros
4.0-5935Windows 7AMD Phenom II X4 965 @ 3.4GHzNVIDIA GeForce GTX 760Near perfect. OpenGL Backend, 60FPS 1920x1080 3x Native. Anti-Aliasing + Anisotropic Filtering. Store EFB Copies to Texture Only (Store EFB Copies to RAM caused Codec Green Screen for me) Audio = DSP LLE recompiler. Everything else Default.BaKoFFiCeR
4.0-9142Windows 10Intel Core i5-4460NVIDIA GeForce GTX 970Freezes during cutscenes; either disable Dual-Core or enable Synchronize GPU thread. Performance takes a hit, though. Otherwise, no real problems using OGL backend.Karmeleon
5.0-1103Windows 10Intel Celeron G1820 @ 2.7GHzIntel Graphics Desktop (Haswell)You need to enable XFB and use Real XFB to fix the Codec Screen background. (it's a minor issue, though. Enabling these causes a big hit on performance, so if you have a low-end PC, like I do, don't enable them) You can use the cheat above to get the game set to 'Widescreen', but don't forget to force the system to 16:9 as well for it to work. Lastly, the game is dropping frames a little, maybe it's just my machine.clorophilla
5.0-3297Windows 7Intel Core i5-4670K @ 3.4GHzAMD Radeon R9 280 @ 3 GBThe game runs really good, but I'm currently running into an old issue that I had fixed before, but I don't remember how I fixed it the last time I played. (Dolphin will crash upon initiating the second battle against Raven in the frozen container area). -- Update regarding this; It was caused by a Cheat Code. In particular 'Infinite Rations'. Disabling said cheat fixed the issue.Ryudo
5.0-3749Windows 10Intel Core i7-7700KNVIDIA GeForce GTX 980 TiNearly Flawless. Only problem I encountered aside from codec screen was some frame drop during the live action FMV leading up to the Liquid fight.IceStrike256

Gameplay Videos

Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=Metal_Gear_Solid:_The_Twin_Snakes&oldid=174306'

Warning: The first part of this article mentions many iPod models, often distinguished both by a minuscule cognomen, such as 'nano' or 'shuffle,' and a generation number, such as 'second-generation.' If you're not an iPod expert, it might help to have at your elbow an encyclopedic historical list of models, such as this one from Apple.

This is the story of a dilemma and a solution. To avoid keeping you in suspense, I'll outline the dilemma and the solution up front; then I'll explain why the dilemma was a dilemma, and why the solution turned out to be a solution. The dilemma:

  • I run (if you can call it running) every day.
  • While running, I like to listen to various news and educational podcasts, or audio books. (I do sometimes listen to music while running, but much less often.)
  • I had this problem completely solved: I've been using a second-generation iPod nano for years, and loved it. But it finally gave up the ghost.

  • Apple no longer makes any iPods that I'm willing to take running with me — except, just maybe, the iPod shuffle.

The solution: Hey, this iPod shuffle isn't so bad!

Now that I've spoiled the story by revealing the plot and the ending, let's go back to the beginning.

A Man, A Plan, A Nano — Picture me, preparing for my daily run. I'm exquisitely outfitted with my second-generation iPod nano. It's encased in a thick protective silicone-rubber sleeve, attached to a velcro armband. I've run this way every day for years, rain or shine. Unfortunately, something (I suspect the aforementioned rain) finally damaged its internal electronics, and I had to seek a substitute. Even more unfortunately, as I discovered when I began to research the current iPod situation, Apple barely makes any iPod that I would consider acceptable as a successor to the second-generation iPod nano.


To explain why, let me tell you what I loved about my iPod nano. It was wondrously simple, yet defiantly rugged, a slender aluminum rectangle with a tiny screen, a click wheel, and very little else. The screen was a crude, low-resolution LCD, capable of portraying no more than a few short lines of text. Yet this screen told me everything I needed to know: what's playing, how long it is, how much time remains. And the screen was also an ingenious and powerful management interface, thanks to the click wheel, which not only provided thebasic play/pause, next/previous, fast-forward/rewind, and volume-adjustment functionality, but also, in conjunction with the screen, enabled me to dive down into various menus to navigate settings, playlists, and albums, as well as scrolling to a specific point in a track.


Crude as the screen was, I could see it even in the bright California sun. Even more important, the tactile quality of the click wheel meant that I could perform most functionality needed out on the trail (such as skipping a track, or adjusting the volume) without even looking at the device.

The iPod nano also had no moving parts. That might seem obvious, but you should have seen me in the days before flash memory, trying to run with a portable CD player! Also, the moving parts issue is one reason I would never run with, say, an iPod classic, which contains a spinning hard disk. I do know people who run carrying an iPod classic, but I think they're nuts. Hard disks can crash. Equally significant, I can crash, and I often do: I do a lot of smashing through brush, and stumbling and falling over logs and rocks, so I could easily jar that hard disk into eternal silence. Besides, an iPod classic is expensive. I'm not heading out into the dust and the rain with $250 worth of fragile equipment strapped to my arm!

For the same reason, I wouldn't usually consider running with my iPhone. To be sure, an iPhone is a wonderful device: besides being a phone, it contains a GPS, so it might stand in for my Garmin Forerunner 305, plus it's a camera, something I frequently wish I had with me while running through the gorgeous Southern California scenery. I do walk with my iPhone, even into the back country; I carry it while dirt biking; but when I'm out there nearly naked, without pockets, facing the elements and pounding along, the expensive, delicate iPhone seems terribly out of place. And it's too big!

Another reason I don't want to carry an iPhone is the screen. It's hard to read in bright light (and the Southern California sun is very bright, one of the reasons I love living here); and it's a touchscreen. This means that in order to manipulate it, I'd need to stop running, take the iPhone off my arm or out of its pouch or whatever, clean and dry my finger, unlock the screen, deal with the Music app, lock the screen, put the iPhone back in its place, and start running again. The iPod nano, with its tactile click wheel, could usually (as I've already said) be manipulated without my breaking stride; and if I did have to stop and change playlists, the screen backlighting was very bright, and the click wheel was protected frommy sweaty hands by the rubber sleeve.

Open the iPod Bay Doors, Please, Hal — Imagine, then, my surprise and horror when, after my iPod nano stopped working, I turned to the Internet to research the state of current iPod models:

  • The iPod classic, as I've already said, is expensive and has a hard drive; plus, it's rather large. This is a pity, because its click-wheel-and-screen interface is extremely similar to that of my iPod nano.
  • The iPod touch is effectively an iPhone without the phone, and, for the same reasons as the iPhone, wouldn't make a good running companion: it's too big, it's too easily damaged, and it has a touchscreen, with all the attendant complexity. That's a pity, because I happen to own one already, a third-generation model that I don't use much any more. I seriously considered using it for running when the iPod nano stopped working, but decided against it.

  • The current iPod nano had me momentarily tempted. After morphing its way through several generations, including the very strange small square of the sixth generation, it is once again, in its seventh generation, similar in size and shape to the second generation. But, darn it, it has a touchscreen! Plus, it's relatively expensive at $149, not least because it's loaded with electronics that I don't need (Bluetooth, radio, accelerometer, and so forth). It's a very clever device, but for running I want something simpler, sparer, tougher, and cheaper.

Having gotten this far, I was nearly in despair. What was Apple thinking, in doing away with everything that, to me, made my iPod nano worth having? Was there nothing acceptable in their iPod arsenal?

Such was the process of elimination that brought me, at last, to consider the iPod shuffle. I didn't want to consider the shuffle. I had been brought this far very much against my will. I remember when the shuffle first appeared, and I thought at the time that it was just plain stupid. (Of course, that doesn't prove much, since, as is well known, other things that I thought were stupid when they first appeared included Web browsers, iMacs, Mac OS X, and the iPhone.) But the shuffle had no display at all, and its name promoted its capability to randomize play order, which was just the opposite of how I listen: I like to set up playlists of podcasts and listen in order. Without a way to listen in order, without a way tochoose and navigate a playlist — which surely must require a screen — the shuffle seemed completely out of the running (pun intended).

It turns out, however, that the iPod shuffle, too, has undergone various mutations during its generational evolution. It has had more form factors than Oprah, ranging from a tall rectangle like a package of Juicy Fruit gum to a tiny rectangle barely larger than its click wheel. It even went through a phase (the third generation) where it had no click wheel at all! The current fourth-generation iPod shuffle has inherited the best of the previous generations' features, and after some further research I realized, to my surprise, that it might very well do, so I nipped out to Fry's Electronics and bought one. I've had it only a few days, but it is already perfectly clear to me that, for my purposes, not only is it indeed the bestchoice out of the range of current iPod models, but in fact it's going to work more than satisfactorily as a replacement for my beloved iPod nano.

The Shuffle's Mortal Coil — I'll try to explain what I like about my iPod shuffle for my particular use case. Some aspects of the shuffle that might be thought weaknesses turn out to be strengths, or at least not significantly different from my old iPod nano; in one or two areas it definitely disappoints, but in ways I can live with. And some features of the shuffle turn out to be better than the nano!

What I got was a slate (black) iPod shuffle (there are seven other current colors); it cost about $40, because Fry's has a low-price guarantee and that was the Amazon price at the time. It is astoundingly small: the click wheel is about the size of a U.S. 25-cent coin, and the body overall is about the size of a U.S. 50-cent coin. The case is aluminum and feels very solid indeed. It is ridiculously light. On the back is a spring clip. After some experimentation, I have settled on attaching the clip to the top of the waistband of my running shorts, where I do not feel it at all. In this respect, the iPod shuffle is better than the iPod nano was; the nano involved the complication and pressure of an armband, while the shufflejust vanishes into my clothing.

Snaked Ugli Fruit Mac Os 11


By the same token, I have hopes that the iPod shuffle will prove more resistant to rain than the iPod nano was. I have not yet run in the rain, but I think that in most cases my shirt, worn outside my waistband, will be sufficient to protect it; in case of a serious downpour, I might put some plastic over it. (There does exist a truly waterproof iPod shuffle case, but my use case is running, notswimming!) Moreover, the shuffle has less surface and orifice area for water to enter than the nano did. The nano had the old-style 30-pin dock connector port, which is how I think the water eventually got in to ruin it; the shuffle has no open ports, because its charging-and-syncing port is also its headphone port and is therefore occupied by the headphone jack. (The included charging-and-syncing cable has a USB connector at one end, suitable for plugging into a computer or an iPhone wall charger, and a headphone jack at the other end. It's only about 1.5 inches [3.8 cm] long; I wish it were longer, but it's no big deal.)


On the top of the device is a switch with three positions: Off, Normal, and Shuffle. I don't expect I'll ever use Shuffle mode, which randomizes play order within a playlist; I listen to podcasts in a set order, as I've said, and even a music playlist has a meaningful order to a classical music listener — it is not merely a grab-bag of independent 'songs.' (A random movement from a concerto, or a random variation from a theme-and-variations, would be downright painful.) I don't know whether I should be switching offthe iPod shuffle between runs; so far I've not done so, and it seems to be holding its charge very well. If that keeps up, I might never need to switch it off.

The click wheel, too, is actually better than the iPod nano's click wheel. On the nano, the wheel's four cardinal points and its center were buttons, but the wheel was also sometimes a wheel: to increase and decrease the volume, for example, or to navigate the tracks in a playlist, you had to treat the wheel like a touchscreen, moving your finger around the wheel in a circular gesture. On the trail, with a wet and dusty finger, I sometimes had difficulty with that gesture; the nano just couldn't sense what I was doing. Also, the nano often got confused between my pressing the center button (select) and pressing the bottom of the wheel (play, pause, or — with a long hold — shut off). What the iPod shuffle has, despite the wheelshape, is really five distinct buttons: louder/softer (the north and south cardinal points), previous/next or fast-forward/rewind (west and east), and play/pause (center). The springy, clicky tactile response of these buttons is superb, and the raised wheel shape is easy to sense. As a result, I've become adept at pressing the desired button without looking (and a good thing too, since the shuffle, you remember, is located at my waist!).

Snaked Ugli Fruit Mac Os X

The center button on the iPod shuffle does a clever thing: if you hold it down for three seconds, it locks the click wheel (and produces, though the headphones, the lock sound now so familiar from the iPhone and iPad). The center button and the four cardinal point buttons are then unresponsive until either you hold down the center button for three seconds again or you shut off the device. This is useful to prevent accidental button clicks. I use this particularly when removing the shuffle's spring clip from my waistband at the end of a run: it's almost impossible to do that without accidentally pressing the click wheel somewhere, but such a press doesn't do anything if the click wheel is locked.

Managing what's on the iPod shuffle is exactly like managing what was on the iPod nano. The shuffle holds only 2 GB of music. So did the nano. To manage what music or podcasts is on the shuffle, you have to plug it into a computer and use iTunes. That was also true of the nano. With the shuffle, however, it's more important than it was on the nano to arrange things into playlists when you're setting it up with iTunes. That's because, when you're out in the field, the shuffle, unlike the nano, has no concept of albums or composers; the playlist is the only unit of internal categorization available to you.

And exactly how, you may ask, are playlists available to you when you're out in the field with the shuffle? The nano, of course, had a screen, so you could dive into a list of your playlists or your albums or what have you. The shuffle solves the same problem by talking to you via VoiceOver. On the fourth-generation iPod shuffle, there's a separate VoiceOver button, on top of the device. If you simply press and release it, it reads you the name of the current track, and if you use the click wheel previous/next buttons it will read you the name of each track you switch to; in this way, you can navigate within a playlist. To navigate to a playlist, you hold the VoiceOver button down for longer; the device startsreading you the name of every playlist, and if you click the center button just after you hear a playlist's name, you're now in that playlist. You can also double-click the VoiceOver button to hear a report of your battery status.

This is ingenious, but it's also the main area in which, for me, the iPod shuffle falls short: the VoiceOver recitation is insufficiently informative. I load up my device with enough podcast episodes to last me for about a week's worth of running. When I've listened to all of them, I hook up to the computer, remove those podcast episodes, and load up more episodes, which the podcast creators have been kind enough to publish during the intervening week. Thus, when I'm using my shuffle, I need to know how many podcast episodes are in the current playlist, and which track of the playlist (by number) I'm listening to now. In particular, I need to know how close I am to reaching the last episode, because when I get to the lastepisode, I'm going to need to return to home base to remove the existing podcasts and add new ones. With the iPod nano, I could obtain this information by looking at the screen (it would say, for example, '13 of 14'). With the iPod shuffle, it's not so easy. My choices seem to be:

  • Navigate the playlist via VoiceOver, listening to the titles of the podcast episodes, and counting. This seems clumsy, and is an invitation to lose my place.
  • Memorize the contents of the playlist, so that when I hear a certain episode I know that I'm reaching the end of the playlist. Due to certain personal limitations of my brain, that's not going to happen!

  • Once back home, plug the device into the computer and examine the playlist with iTunes to see where I am. That's the method I seem to be using so far.

I've now described all the buttons and functions of the iPod shuffle, but I should also mention that instead of controlling the device through the buttons on the device itself, you can control it through the remote three-button switch attached to some headphones and earbuds. This could prove desirable out in the field; some podcasts that are not run through The Levelator include both very loud and very soft talking, and I find I can adjust the volume more nimbly with the remote than with the shuffle's built-in controls. Oddly, the earbuds that come with the shuffle lack a remote switch; but that scarcely matters to me, as I detest those earbuds (they are the old-style Appleearbuds) and was certainly never going to run with them (the sound is lousy and they just fall right out of my ears). I would have liked to try Apple's new-style EarPods but the shuffle, disappointingly, didn't include them. Note that if your favorite listening hardware doesn't include a remote, you can obtain a short inline adapter, such as the iLuv Remote.

The only downside to using the remote is that there's a serious learning curve. There are only three buttons — Volume Up at one end, Volume Down at the other end, and a click switch in the middle — and the gestural language for obtaining particular functionality is far from intuitive. For example, wouldn't you expect that to advance to the next track, or to fast-forward, you'd use the Volume Up button in some way? But no: it's double-click the center button (and triple-click to go to the previous track). Apple has a useful support document listing the available gestures; I'm still studying it. My iPhone and iPod touch respond to the remote in much the same way, but I'venever bothered to study the list of gestures; the iPod shuffle, with its lack of a screen, makes a knowledge of the full range of remote gestures rather more necessary.

Not So Bad — So that's the story of how I surprised the dickens out of myself by ending up with, and liking, an iPod shuffle. Whatever helps me get into my running togs and out the door is a good thing, and the iPod shuffle definitely does: with its impossibly tiny size and amazingly good sound, it's like a secret personal trainer literally at my side.

Part of me still regrets that I couldn't go from old iPod nano to new iPod nano: why doesn't Apple still make a nano I can run with? That part of me thinks that Apple's abandoning the click wheel and small text screen of the older nano is a mistake; there are situations where a touchscreen is just not the right thing. On the other hand, I was very happy to find that Apple still makes any device I can run with; and there are many things about the iPod shuffle that I actually like better than my old iPod nano. Its tiny size, and even its lack of a screen, work perfectly for my use case, loading it up with a week's-worth of podcasts or some newly acquired audiobook and taking it out in the wind and weather and pounding the pavementand trails for an hour every day. It's simpler and more limited than the nano, but that simplicity and those limitations are perfectly appropriate; I wasn't using the other features of the nano very much anyway. The only thing I really miss is being able to learn numerical statistics, such as what number track I'm listening to within its playlist or how much more of this track remains; but I can live without that, and I'll have to.

On reflection, I think that part of the reason why the iPod shuffle makes sense within the repertoire of available Apple devices, and my old iPod nano no longer does, is that the iPhone and iPod touch now exist. It's hard to believe, but in its day, my second-generation iPod nano was the last word in powerful, ingenious interface. I remember literally dancing in triumph around my friends with other MP3 players (as they were called) who could barely figure out how to skip the current track, let alone how many more tracks there were. And the nano could do a bunch of other tricks I haven't even mentioned, such as holding and displaying your contacts, calendar, and text notes, and displaying photos! It had an alarm, a sleep timer, andsome built-in games!! It could even record your voice!!!

There was a time when I was travelling on airplanes to conventions with my iPod nano as my primary portable device. Now, however, the iPhone does exist; and we all know what that means. With its sophisticated touchscreen, amazing computing power, and astounding communication and sensory hardware, the iPhone will surely be your travelling companion of choice; so who, nowadays, needs a device with a crude tiny screen and a confusing click wheel interface? That interface was revolutionary in its own way, and for the sake of history and nostalgia I'm glad that the iPod classic preserves it; but I do understand why Apple might not want to make itself look ancient by continuing to provide it. All I ask is that Apple should rememberthis: runners exist; the world is a bumpy, scratchy, dusty place, with blazing sun or drenching rain; and the touchscreen is not the be-all and the end-all. Now that I'm an iPod shuffle owner, I just hope Apple doesn't abandon that as well.





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