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Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux Santa Monica, CA - March 4, 2003 - Activision, Inc. (Nasdaq: ATVI) announced today that the company has signed an agreement with legendary U.K.- based game designer Peter Molyneux. Under the terms of the agreement, the company has secured the exclusive worldwide rights to Molyneux's new project tentatively titled The Movies for the PC and all video game console platforms. The agreement also grants Activision the option to publish sequels and add-on products to the title. The Movies currently is being developed by Molyneux's Lionhead Studios, whose last title, Black and White, sold almost 2 million units worldwide. Black and White topped PC sell-through charts around the globe and was a #1 best-selling game in the United Kingdom and Germany. Slated for release in 2004, The Movies gives gamers the opportunity to run their own Hollywood movie studio from the silent days of the 1920s, through the advent of new technologies into the present and beyond. The game puts players in charge of a Hollywood dream factory where they decide which movies to make and the stars to make them. The player selects the scripts, directors, sets and movie stars before shooting the action and watching their finished movie on opening night. Players can manage the money, egos, tears & tantrums on their way to living the Hollywood dream. "Peter is undoubtedly one of the most talented video game designers in the world, and Lionhead is one of the very few development studios with the knowledge and resources to develop a game that will allow players to fulfill the fantasy of building a movie empire," states Larry Goldberg, executive vice president of Activision Worldwide Studios. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
ACADEMY of INTERACTIVE ARTS and SCIENCES (AIAS) to PRESENT PETER MOLYNEUX with COVETED HALL of FAME AWARD at 7Th ANNUAL INTERACTIVE ACHIEVEMENT AWARDS
For Immediate Release ACADEMY OF INTERACTIVE ARTS AND SCIENCES (AIAS) TO PRESENT PETER MOLYNEUX WITH COVETED HALL OF FAME AWARD AT 7th ANNUAL INTERACTIVE ACHIEVEMENT AWARDS LOS ANGELES, CA – (March 2, 2004) – The Academy of Interactive Arts & Sciences (AIAS), the professional organization of the interactive entertainment industry, today announced that it will present Peter Molyneux, Managing Director, Lionhead Studios with its illustrious Hall of Fame award. The Hall of Fame award will be presented to Mr. Molyneux during the Annual Interactive Achievement Awards, which will be held at Rain in the Palms Casino Resort in Las Vegas on March 4. Peter Molyneux is one of the best-known names in the international world of computer games. He co-founded Bullfrog Productions in 1987 and created a new genre of computer games, “the god game” with the release of Populous. Since then Peter has been responsible for a string of massive selling games including Powermonger, Theme Park, Magic Carpet and Dungeon Keeper. Cumulative sales of his games are now approaching the ten million mark worldwide. In 1997 Peter left Bullfrog Productions to form a new games development company Lionhead Studios. The company’s first game Black & White was released to wide spread critical acclaim in April 2001 and sales currently top the two million mark. Peter is recognized as one of the computer games industry’s most articulate and eloquent speakers on the subject of the development of computer games. He has spoken at the American Museum of the Moving Image, the British Film Institute, ICA (London), the Tate Gallery and the Dortmund Museum of History and Culture. -
Inaugural DICE Europe
THE ACADEMY OF INTERACTIVE ARTS AND SCIENCES CROSSES THE POND TO LONDON TO DEBUT D.I.C.E. EUROPE Partners with Video Game Intelligence to Launch Premier European Interactive Entertainment Gathering LOS ANGELES and LONDON – June 7, 2013 – The Academy of Interactive Arts & Sciences (AIAS), in partnership with Video Games Intelligence (VGI), today announced the inaugural D.I.C.E. (Design, Innovate, Communicate, Entertain) Europe conference that will premiere Sept. 24-25, 2013 at the Royal Garden Hotel. Like the annual D.I.C.E. Summit in Las Vegas, which draws some of the brightest and most influential interactive entertainment industry leaders, decision makers and visionaries, D.I.C.E. Europe will offer an unparalleled experience highlighted by premium networking opportunities and a stellar speaker lineup. This two-day event will open Tuesday, Sept. 24, with a full day of networking events for attendees to flex their competitive muscles; organizers will reprise many of the popular events from D.I.C.E. Vegas with a go-karting tournament and a casino poker night. On Wednesday, Sept. 25, there will be a full day of speaker sessions to address the dynamic changes and growth of the industry. The D.I.C.E. Summit speaker program is renowned for jump starting the key industry conversations that resonate throughout the year, and impact the trends directly affecting the industry. The first speakers exemplify the types of industry luminaries who will enlighten, inspire and challenge the attendees. • Rich Hilleman, Chief Creative Director of Electronic Arts, who started developing product with Chuck Yeager's Flight Simulator and continued on with some of the most beloved EA titles. -
Theme-Hospital-Manual.Pdf
ThmHsptl/v3 7/13/98 1:24 AM Page ii Table of Contents Command Reference ..................................................................................................................1 Introduction........................................................................................................................................2 Part 1: Setting Up ......................................................................................................................4 Installation Instructions..............................................................................................................4 Running Theme Hospital..............................................................................................................5 Part 2: Playing Theme Hospital ....................................................................................8 The Main Screen Elements..........................................................................................................8 Using the Control Panels ..........................................................................................................10 Using Pop-Up Panels ..................................................................................................................12 Pop Up Icons ................................................................................................................................31 Disasters ......................................................................................................................................34 Using -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Powermonger-Refcard
IBM & COMPATIBLES PowerMonger'M Command Summary Card Welcome The manual included in your package was written as a general guide to all versions of PowerMonger; however, certain features in the IBM version may differ slightly from those described in the manual. Please see A111e11d- 111e11ts To Tire Manual in this Command Summary Card for information specific to the IBM version. Installing PowerMonger On A Hard Drive To play PowerMonger you need a hard drive and a minimum 560K of memory. The program will not let you install PowerMonger unless you have at least 560K memory free. If you're playing in VGA 256 mode, your hard drive must have a minimum of 2.4 MB of free space on it - in any other mode you need at least 1.2 MB. Your system must be running on DOS · 3.3 or higher. To install PowerMonger: 1. Insert the Install PM 1 disk into drive A or B. 2. If you inserted Install PM 1 in drive A, type A: and press Enter. If you inserted it in drive B, type B: and press Enter. Note: You must switch to the floppy drive before you execute the INSTALL command -you can 't simply type A:INSTALL or B:INSTALL. 3. Once you've switched to the drive containing Install PM 1, type INST ALL and press Enter. The Configuration Screen appears. 4. The onscreen options let you configure PowerMonger to you computer. Use the up and down cursor keys to highlight an option, and then press Enter. The various settings for the option appear. -
John Fu March 1, 2000 History 274B Prof
Marmalade, Jute, and Video Games: The story of how Dundee, Scotland became the home of a thriving video game development community John Fu March 1, 2000 History 274B Prof. Thomas Hughes 2 Video Games…In Scotland? Japan and the United States are sometimes thought to be the sole creators of the world’s video games. This belief may stem from the fact that the most famous video game console and arcade game manufacturers (such as Atari, Midway, Namco, Nintendo, Sega, Sony, and Capcom) are located in Japan and the US. And with few exceptions, the best-known, most heavily merchandized video game characters (for example, Mario of Super Mario Bros. and Sonic the Hedgehog of the game of the same name) are of American or Japanese origin. Over the past decade, however, many best-selling video games have come from Great Britain. English and Scottish developers have been responsible for such hits as Populous, Syndicate, Lemmings, Goldeneye, and Tomb Raider. Lara Croft, the main character in the Tomb Raider series of adventure games, has become a worldwide star, and Tomb Raider is currently set to be made into a motion picture. Nonetheless, with few characters as recognizable as Mario or Sonic and the absence of a major game console manufacturer, it is remarkable that game development has flourished in specific communities within Great Britain, namely Guildford (near London), northwest England (Liverpool/Birkenhead) and Scotland. Guildford is the home of Bullfrog, a development studio that has created numerous hit games such as Syndicate and Dungeon Keeper, and of a number of companies founded by ex-Bullfrog employees. -
STS145 Paper
STS145 Paper - From Populous to Dungeon Keeper A Tale of God Games Po-Wen Joseph Huang 3/15/2001 Introduction Computer game design houses can usually be categorized into two types: the ones who follow the existing ideas and the ones consistently creating games that set new benchmarks or even creating new genres along the way. The company Bullfrog belongs to the second category. In the late 1980s, Bullfrog released a game called Populous that signified the beginning of a new genre that had tremendous impact on the computer industry still in its infancy. The genre was later referred to as God games. The basic concept of God games is simple - the gamers can decide the fate of the followers by changing terrains and cast magic that may cause catastrophe. The ultimate goal is usually to make followers thrive and to defeat followers of the other gods (the competitors). Bullfrog subsequently released many God games with different variations such as Powermonger, Magic Carpet, and Dungeon Keeper. Peter Molyneux, the founder of Bullfrog, was the person responsible for the creation of Populous. He created many award winning games during his years at Bullfrog and Dungeon Keeper was his last game designed before he left Bullfrog. Dungeon Keeper was a game that challenged the traditional idea that players are heroes in games. Electronic Arts, after acquiring Bullfrog, published the game in 1997. It was a good example of God game as well as a perfect example of the conflicting goals between game designers wanting to produce a 'perfect' game and business people who need to look after their shareholders' interests. -
Full Arcade List OVER 2700 ARCADE CLASSICS 1
Full Arcade List OVER 2700 ARCADE CLASSICS 1. 005 54. Air Inferno 111. Arm Wrestling 2. 1 on 1 Government 55. Air Rescue 112. Armed Formation 3. 1000 Miglia: Great 1000 Miles 56. Airwolf 113. Armed Police Batrider Rally 57. Ajax 114. Armor Attack 4. 10-Yard Fight 58. Aladdin 115. Armored Car 5. 18 Holes Pro Golf 59. Alcon/SlaP Fight 116. Armored Warriors 6. 1941: Counter Attack 60. Alex Kidd: The Lost Stars 117. Art of Fighting / Ryuuko no 7. 1942 61. Ali Baba and 40 Thieves Ken 8. 1943 Kai: Midway Kaisen 62. Alien Arena 118. Art of Fighting 2 / Ryuuko no 9. 1943: The Battle of Midway 63. Alien Challenge Ken 2 10. 1944: The LooP Master 64. Alien Crush 119. Art of Fighting 3 - The Path of 11. 1945k III 65. Alien Invaders the Warrior / Art of Fighting - 12. 19XX: The War Against Destiny 66. Alien Sector Ryuuko no Ken Gaiden 13. 2 On 2 OPen Ice Challenge 67. Alien Storm 120. Ashura Blaster 14. 2020 SuPer Baseball 68. Alien Syndrome 121. ASO - Armored Scrum Object 15. 280-ZZZAP 69. Alien vs. Predator 122. Assault 16. 3 Count Bout / Fire SuPlex 70. Alien3: The Gun 123. Asterix 17. 30 Test 71. Aliens 124. Asteroids 18. 3-D Bowling 72. All American Football 125. Asteroids Deluxe 19. 4 En Raya 73. Alley Master 126. Astra SuPerStars 20. 4 Fun in 1 74. Alligator Hunt 127. Astro Blaster 21. 4-D Warriors 75. AlPha Fighter / Head On 128. Astro Chase 22. 64th. Street - A Detective Story 76. -
2006 DICE Program
Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive enter- tainment industry’s best and brightest to discuss the trends, opportunities and chal- lenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplish- ments, and we encourage every Summit attendee to join us on Thursday evening Joseph Olin, President for the ninth annual Interactive Achievement Awards®, held at The Joint at the Academy of Interactive Hard Rock Hotel. The creators of the top video games of the year will be honored Arts & Sciences for setting new standards in interactive entertainment. Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s confer- ence will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment. -
Ka-Boom Licence to Thrill on a Mission LIFTING the LID on VIDEO GAMES
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Licence Ka-boom When games look to thrill like comic books Tiny studios making big licensed games On a mission The secrets of great campaign design Issue 33 £3 wfmag.cc Yacht Club’s armoured hero goes rogue 01_WF#33_Cover V3_RL_DH_VI_HK.indd 2 19/02/2020 16:45 JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com Team Fortress 2: death by a thousand cuts? t may be 13 years old, but Team Fortress 2 is to stop it. Using the in-game reporting tool does still an exceptional game. A distinctive visual nothing. Reporting their Steam profiles does nothing. style with unique characters who are still Kicking them does nothing because another four will I quoted and memed about to this day, an join in their place. Even Valve’s own anti-cheat service open-ended system that lets players differentiate is useless, as it works on a delay to prevent the rapid themselves from others of the same class, well- JOE PARLOCK development of hacks that can circumvent it… at the designed maps, and a skill ceiling that feels sky-high… cost of the matches they ruin in the meantime. Joe Parlock is a even modern heavyweights like Overwatch and So for Valve to drop Team Fortress 2 when it is in freelance games Paladins struggle to stand up to Valve’s classic.