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- The Adventures of Jim Slim in Dragonland (Jim Slim) is a jump and run game. You play as Jim the ball whos aim is to retrieve a magical skull which was stolen by a demon. The game features 15 worlds with 3 levels each.
A keychain (also key fob or keyring) is a small ring or chain of metal to which several keys can be attached. The length of a keychain allows an item to be used more easily than if connected directly to a keyring. Some keychains allow one or both ends the ability to rotate, keeping the keychain from becoming twisted, while the item is being used.
A keychain can also be a connecting link between a keyring and the belt of an individual. It is usually employed by personnel whose job demands frequent use of keys, such as a security guard, prison officer, janitor, or retail store manager. The chain is often retractable, and therefore may be a nylon rope, instead of an actual metal chain. The chain ensures that the keys remain attached to the individual using them, makes accidental loss less likely, and saves on wear and tear on the pockets of the user.
Use of keychains[edit]
Keychains are one of the most common souvenir and advertising items. Keychains are commonly used to promote businesses. A standard advertising keychain will carry the businesses name and contact information and often a logo.
In the 1950s and 1960s, with the improvement of plastic manufacturing techniques, promotional items including keychains became unique. Businesses could place their names on promotional keychains that were three-dimensional for less cost than the standard metal keychains.
Keychains are small and inexpensive enough to become promotional items for larger national companies that might give them out by the millions. For example, with the launch of a new movie or television show, those companies might partner with food companies to provide a character keychain in each box of cereal.
Keychains that currently hold keys are an item that is never long misplaced by the owner. People sometimes attach their keychain to their belt (or belt loop) to avoid loss or to allow quick access to it. Many keychains also offer functions that the owner wants easily accessible as well. These include an army knife, bottle opener, an electronic organizer, scissors, address book, family photos, nail clipper, pill case and even pepper spray. Modern cars often include a keychain that serves as a remote to lock/unlock the car or even start the engine. An electronic key finder is also a useful item found on many keys that will beep when summoned for quick finding when misplace
Keyring[edit]
A keyring or 'split ring' is a ring that holds keys and other small items, which are sometimes connected to keychains. Other types of keyrings are made of leather, wood and rubber. Keyrings were invented in the 19th century by Samuel Harrison.[1] The most common form of the keyring is a single piece of metal in a 'double loop'. Either end of the loop can be pried open to allow a key to be inserted and slid along the spiral until it becomes wholly engaged onto the ring. Novelty carabiners are also commonly used as keyrings for ease of access and exchange. Often the keyring is adorned with a key fob for self-identification. Other forms of rings may use a single loop of metal or plastic with a mechanism to open and securely close the loop.
Key fob[edit]
A key fob is a generally decorative and at times useful item many people often carry with their keys, on a ring or a chain, for ease of tactile identification, to provide a better grip, or to make a personal statement. The word fob may be linked to the low German dialect for the word Fuppe, meaning 'pocket'; however, the real origin of the word is uncertain. Fob pockets (meaning 'sneak proof' from the German word Foppen) were pockets meant to deter thieves. A short 'fob chain' was used to attach to items, like a pocket watch, placed in these pockets.[2]
Fobs vary considerably in size, style and functionality. Most commonly they are simple discs of smooth metal or plastic, typically with a message or symbol such as that of a logo (as with conference trinkets) or a sign of an important group affiliation. A fob may be symbolic or strictly aesthetic, but it can also be a small tool. Many fobs are small flashlights, compasses, calculators, penknives, discount cards, bottle openers, security tokens, and USB flash drives. As electronic technology continues to become smaller and cheaper, miniature key-fob versions of (previously) larger devices are becoming common, such as digital photo frames, remote control units for garage door openers, barcode scanners and simple video games (e.g. Tamagotchi) or other gadgets such as breathalyzers.
Some retail establishments such as gasoline stations keep their bathrooms locked and customers must ask for the key from the attendant. In such cases, the keychain has a very large fob to make it difficult for customers to walk off with the key.
Access control key fobs[edit]
Access control key fobs are electronic key fobs that are used for controlling access to buildings or vehicles.[3] They are used for activating such things as remote keyless entry systems on motor vehicles. Early electric key fobs operated using infrared and required a clear line-of-sight to function. These could be copied using a programmable remote control. More recent models use challenge–response authentication over radio frequency, so these are harder to copy and do not need line-of-sight to operate. Programming these remotes sometimes requires the automotive dealership to connect a diagnostic tool, but many of them can be self-programmed by following a sequence of steps in the vehicle and usually requires at least one working key.
Key fobs are used in apartment buildings and condominium buildings for controlling access to common areas (for example, lobby doors, storage areas, fitness room, pool). These usually contain a passive RFID tag. The fob operates in much the same manner as a proximity card to communicate (via a reader pad) with a central server for the building, which can be programmed to allow access only to those areas in which the tenant or owner is permitted to access, or only within certain time frames.
Telecommuters may also use a security token – an electronic device often referred to as a fob – that provides one part of a three-way match to log in over an unsecurenetwork connection to a secure network. (A well-known example is the RSA SecurID token.) This kind of key fob may have a keypad on which the user must enter a PIN to retrieve an access code, or it could be a display-only device.
RFID key fobs can be easily cloned with tools like the Proxmark3, and there are several companies in America that offer this service.
Costs[edit]
The costs of keychains vary widely depending on their purpose. Advertising keychains begin at only a few cents a piece to a few dollars each. They are normally purchased in large quantities often over 500 at a time.[4]
Keychains are found in retail stores to represent things such as television shows, movies, video games, nostalgia, hobbies, interests and personalities. These keychains range from a dollar up to ten dollars and more.
Electronic keychains including games and small organizers start at a few dollars and can be up to 50 US dollars. Other keychain electronics including cameras, digital photo frames and USB drives cost 10 to US$100.
Souvenir keychains are one of the most popular keychains that sell. These are keychains that represent a trip or a location that a person is visiting. These most commonly cost 1 to US$10.
As a collectible item[edit]
The most popular focused keychain collections are advertising, souvenir, monument, popular characters and nostalgia-related items.[4]
Collectors display and store their keychains in several different ways. Some collections are small enough that the collector can place all of their keychains on their standard key ring. Some larger collections can be stored and displayed on dowels, cork boards, tool racks, on large link chains, in display cases, hung on walls, displayed on Christmas trees. Some collections are large enough that entire rooms are dedicated to the keychain collection.[4]
According to Guinness World Records, the largest collection of keychains consists of 62,257 items, achieved by Angel Alvarez Cornejo in Sevilla, Spain, as verified on 25 June 2016. His collection began at the age of 7. Sail forth mac os. Due to the tremendous size of his collection he now stores his keychains in his garage and a rented warehouse.[5]
The previous record holder was Brent Dixon of Georgia, United States with the largest collection of keychains, at 41,418 non-duplicated ones.[6] Nonnative mac os.
Keychains don't hold their value as well as other collections. A standard keychain that was purchased for five dollars new may only be worth less than a dollar once it has been owned regardless of condition.
Keychain items[edit]
Items commonly attached via a keychain or keyring include:
- Keyrings
- Logos, slogans, or phrases
- Loyalty program cards
- Membership cards (e.g., library cards, gym membership cards, etc.)
- Ornamental or decorative items
- Personal sirens
- Photos (photo holders)
- Pocketknives and Penknives
- Religious items (e.g., crosses, Traveller's Prayers, or hamsas)
- Text labels
- Thermometers (analog and digital)
- Tools (e.g., Swiss Army knives)
- Vehicle remote keyless system fobs
- Watches and stopwatches
- Tails of animals (e.g., squirrel, raccoon, or fox)
Computer keychains[edit]
By analogy to the physical object, the terms keychain and keyring are often used for software that stores cryptographic keys. The term keychain was first introduced in a series of IBM developerWorks articles.[4] The term is used in GNU Privacy Guard to store known keys on a keyring. Mac OS X uses a password storage system called Keychain. A 'keyring' is also the name of a password manager application working under the GNOME desktop manager (used for example in Ubuntu operating system). In cryptography a keyring is a database of multiple keys or passwords. There are also portable Password manager programs, such as Keepass and KeePassX.
See also[edit]
References[edit]
- ^J.T.Bunce, Memoir of Sir Josiah Mason, p. 208; Simon Parkes, A Tale of Two Knives, Midland Ancestor, vol. 8, no. 4, June 1987. Henry Bore, The Story of the Invention of Steel Pens, 1890, at p. 20 says that Harrison made a steel pen for Joseph Priestley in about 1780, 'probably the first steel pen ever produced.'
- ^'fob - alphaDictionary * Free English On-line Dictionary'. Alphadictionary.com. Retrieved 14 August 2012.
- ^http://natsoc.org.au/faq
- ^ abcdRoebuck, Kevin (24 October 2012). Public Key Infrastructure (PKI): High-impact Strategies - What You Need to Know. ISBN9781743048924. Retrieved 22 May 2015.
- ^'Largest collection of keychains'. Guinness World Records. Retrieved 6 July 2020.
- ^'Largest Collection of Keychains'. Guinness World Records. Archived from the original on 18 May 2011. Retrieved 3 April 2011.
External links[edit]
- Media related to Key fobs at Wikimedia Commons
- The dictionary definition of key fob at Wiktionary
Jim Slim | |
---|---|
Game No. | 176 |
Voting | 7.36 points, 14 votes |
Developer | Wim Taymans, Joeri Claeys |
Company | Argus Designs |
Publisher | Protovision |
Musician | Glenn Rune Gallefoss |
Release | 2011 |
Platform | C64 |
Genre | Platformer (Scrolling Screen) |
Gamemode | Single player |
Operation | |
Media | |
Language |
Description[edit | edit source]
Story
A long time ago a demon named Warlord Gothar ruled over the Darklands. In the middle of this realm of the evil there was a peaceful kingdom, which was protected by a mystic skull, and where friendly creatures named Blizzies lived. But now Gothar has stolen this skull and not only that, but also the love of Jim Slim's life, the charming Candy, has been abducted and captured. So he sets off to free the skull and Candy from the clutch of Gothar and so save the kingdom from sinking into darkness. On his travel, Jim (who resembles a friendly ball, can roll and jump and collect items) will pass through dangerous woods and caves and defend himself against the backers of Gothar. You need to solve 15 different levels with each 3 levels (so 45 levels altogether) before Jim Slim has finished his task. To successfully solve a level Jim 'only' has to get from the starting field 'GO' to the end field 'OK'.
Design[edit | edit source]
. images from the first three levels that Jim Slim has to survive . | . in the intro you can watch the background story . |
The background story is told in the intro at the start of the game (can be aborted with the space key). Each of the 15 worlds has its own monsters, very well-made background graphics scrolling into all directions and music, and after playing through it can be called up again by entering a password. The controls are easy to learn and direct. The highscore list containing 15 entries is saved on disk. The professionally designed box with nice cover contains the game disk, a manual in German and English and a protovision demo disk.
Hints[edit | edit source]
After the intro, you see the menu, the objects to collect, the credits and the highscore list in turns.
F1 - start game, F3 - enter password, F5 - music on/off, F7 - sound on/off
Controls in the game
- P = pause
- Run/Stop = self desctruction (abort game when in pause mode)
- Joystick forwards = jump 1 field up
- Joystick short left or right = roll 1 left or right
- Joystick long left or right = roll 2 or more fields left or right
- Joystick forward then short left or right = jump up 1 field, and then 1 field left or right
- Joystick forward then long left or right = jump up 1 field and then 2 fields left or right
- Joystick forward then short left and short right = jump 1 field up and 1 field left, then return to the starting point
- Joystick forward then short right and short left = jump 1 field up and 1 field right, then return to the starting point
- Is Jim uses a trampolin he will jump one field higher per each jump. By pressing the joystick forward he jumps higher faster.
- As soon as Jim has a weapon he can use it for a limited time by pressing the fire button and moving the joystick into the desired shooting direction .
- Teleporter are marked by arrows up and down and transport Jim to another place in the level.
- Jim can enter tubes which then also transport him to a different place. This can also be dangerous.
Display
At the upper rim of the screen the following items are shown (from left to right):
- the current points
- the lives that are left
- the current level
- a field with three time bars, of which the first two are the time left for solving the level and the third is the time left for using a collected weapon.
Collectable objects
Extra life: An additional life |
Extra time: The bar of the time countdown is set to maximum. |
Extra points: additional points |
Extra points: additional points |
Ninja star: Enables you to shoot as long as the third bar in the display is visible. |
Key: There are keys in different colours, which are required to open the corresponding doors. |
Mystic object: Surprise. |
Points
Diamond | 200 points |
Moneybag | 150 points |
Star | 50 points |
Open door | 50 points |
Destroy enemy | 400 (e.g. punker ball) - 1.400 points (e.g. big insect), depending on the number of needed shots |
Time left | The time that is left when solving the level is also converted to points |
Solution[edit | edit source]
Tips
- Objects as keys, extra lifes, extra time etc. and also the different enemies are always at the same place, therefore you should create maps of each level.
- In level 13 you might stand in front of the spikes (see image) rather helplessly and think about how to get through. But the path is different: You needs to jump over the star at the upper left of the spikes and then let yourself fall down through the permeable scaffold and right away pull the joystick to the right. Then be careful not to fall down to the starting point again but leave the shaft to the left. To get over the start, a 'secret' ability of Jim Slim is needed. He can also jump 2 fields to the right, if he has no space left to jump up. For this you need to press the joystick up and then move it left or right at the right moment. This requires some practice and an exact joystick. Places where this 'move' is needed can also be found in later levels (e.g. level 18).
- More tips can be found on the website of spider-j
Some level maps
World 5 - level 13 | World 5 - level 14 | World 5 - level 15 |
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Cheats[edit | edit source]
With a password you get to the beginning of one of the 15 worlds.
- World 1 (level 01) : YAB YUM
- World 2 (level 04) : BEACHPARTY
- World 3 (level 07) : LIPS
- World 4 (level 10) : TOMORROW
- World 5 (level 13) : MARSHALL
- World 6 (level 16) : TEQUILA
- World 7 (level 19) : FLOWER
- World 8 (level 22) : MARILYN
- World 9 (level 25) : NEW YORK
- World 10 (level 28) : BRUSSELS
- World 11 (level 31) : DISSONANCE
- World 12 (level 34) : PIXEL PIXIE
- World 13 (level 37) : SURFING
- World 14 (level 40) : PARISIENNE
- World 15 (level 43) : PLEASURE
Pokes
- POKE 12817,173 (unlimited lives)
- POKE 8184,0 (switch off player-background collision)
Voting[edit | edit source]
Voting of the C64-Wiki users (10=the best vote): | ||
7.36 points at 14 votes (rank 290). You need to be logged in to cast a vote. | ||
C64Games | 6 | 10th June 2011 - 'good' - 4 downs (W3 Demo) |
Lemon64 | ? | 18th May 2011 - nn votes |
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Critics[edit | edit source]
H.T.W: 'A very nice cuddly puzzle game with multicoloured softly scrolling graphics, great music and although the level size is not that big, you need a lot of skill an remembrance ability in the later levels, due to the level build-up, the extras, the skillfully placed enemies and the path connections as movable platforms, tubes and transmitters. There is a highscore list which is saved on disk, levels can be selected by a password, loading times are - depending on the medium - short or not at all there and the game supports 1541/70/71/81, FD2000/4000, CMD HD and REU (if you play over REU the highscore list is nevertheless saved on disk). Additionally the diskbox is designed with great attention to detail and the handling from order over shipping to the arrival at your home is trouble-free and fast. Again, a nice piece of software which is (in my opinion) more than worth its price, will occupy me for long hours and nights and which I can clearly recommend. My vote: very good!'.
Camailleon: 'Very interesting version of a jump'n run, with very nice graphics and for me until now unique moves. The grinning of Jim after reaching the 'OK' field is very cute. Sound effects fit very well. The difficulty grade is well-balanced, the motivation is kept alive and - I fully agree with H.T.W - one can spend hours with this game. The 45 levels still have some things to be revealed, I am anxious for nice backgrounds, enemies and puzzles. In any case I do not regret the purchase of this game. A small minus is, that one may have a C64 which does not support AGSP-scrolling. However: Very recommendable!'
Miscellaneous[edit | edit source]
- The development of the game 'Jim Slim' ('The Adventures of Jim Slim in Dragonland') was started by Argus Designs in 1992 and finished by Protovision in 2011. The development time is probably record-breaking, but better late than never.
Cover
Highscore[edit | edit source]
- Camailleon - 56.954 - Level 22 (12.11.2011)
- H.T.W - 7.710 (18.05.2011)
- TheRyk - 3.450 (20.06.2014)
- Keule - 3.300 (03.10.2016)
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Links[edit | edit source]
Jim Slim (c64) Mac Os Download
- C64Games.de - Game No. 6186 (W3 Demo)
- Protovision (Download of 2 demo levels availble)
- CSDb - Release No. 103366 Jim Slim +8H +ROTFL +PW [pal/90% ntsc] (7. December 2011)
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Videos
- Video at YouTube Jim Slim Trailer
- Video at YouTube Jim Slim Demo
- Video at YouTube Jim Slim Review in Retro Hunter #18
- Video at YouTube Jim Slim - played through!
- Video part at DailyMotion Jim Slim world-walkthroughs by spider-j
- Video recording on DailyMotion Jim Slim end sequence