235 © the Author(S), Under Exclusive License to Springer Nature Switzerland AG 2021 M. Swalwell (Ed.), Game History and The

Total Page:16

File Type:pdf, Size:1020Kb

235 © the Author(S), Under Exclusive License to Springer Nature Switzerland AG 2021 M. Swalwell (Ed.), Game History and The INDEX1 A Atari, 2, 19–21, 30, 38–40, 40n4, Actor-network models, 144 40n5, 43–45, 47–51, 50n17, Adaptation, 183, 188–190, 191n11, 102, 105, 191, 192n12, 193–195 192, 194, 195 Atari ST, 38, 48 Adventure games, 45 Atari VCS, 2 Aesthetics, 106, 144, 161, 174, 175 Atari 2600, 85 Africa, 4 ATOD, 64, 66 American Action, 62 Australia, 3, 106, 124–126, 129, 130, Amiga, 38, 48 134, 142, 148n4, 169, 175, 227, Amiga 500, 146 230, 231 Angry Birds, 177 Melbourne, 124–127 Anthropy, Anna, 32 Australian Centre for the Moving Apple Image, 5 Apple II, 102, 108 Austria, 59, 230 Arcade, 4, 84, 87, 88, 91, 102, 108 Autobiography, 21, 32, 80 arcade games, 43, 185 arcade machines, 185 arcadization, 88 B Arcade boards, 222 Badiou, Alain, 11 Assassin’s Creed, 162, 163 Baer, Ralph, 2, 191, 191n11, Assembler, 65 192, 192n12 1 Note: Page numbers followed by ‘n’ refer to notes. © The Author(s), under exclusive license to Springer Nature 235 Switzerland AG 2021 M. Swalwell (ed.), Game History and the Local, Palgrave Games in Context, https://doi.org/10.1007/978-3-030-66422-0 236 INDEX Belgium, 42, 59, 132 D Betamax, 147 Data, 8, 42n8, 43, 46, 46n11, 47, Brazil, 145, 154, 227, 228, 231 50n16, 58, 60, 61, 68, 72, 74, Britain, 3, 142, 230 80, 80n1, 82–84, 87, 93, 94, Bugs, 128, 151, 152 124, 132, 144, 152 Bushnell, Nolan, 2, 191 Daydream, 64 De Certeau, Michel, 8, 18, 91 Debord, Guy, 19, 28 C Debugging code, 154 Canada, 70, 125, 130, 132, 149, 162, Demon in Danger, 21 169, 170, 175, 230 Demoscene, 9, 49–51, 64, 65, 67, 68, Candy Crush, see King 70, 73, 230 Cartridges, 45, 147 Derive, 8 Caterpillar, 25 Devolver Digital, 166 CD Projekt, 51, 165, 166 Digital art, 64 CD-ROM, 41 Digital preservation, 131 Cinema, 160, 162, 163, 169 Disk drives, 45 Civic collaboration, 105 Disney, 147 Commercialisation, 61 Distribution, 2, 6, 7, 25, 26, 29, 39, Commodore 41, 43, 51, 107, 115, 147, 160, Commodore PET, 123, 136 162, 165, 166, 170, 229, 230 Commodore 64, 84 digital distribution, 107 Commodore VIC-20, 84 Domestication of media Commodore 64, 40, 47, 48, 51 technologies, 83 Community, 17, 18, 20, 21, Domestic context, 83, 87–90 25–27, 31, 50, 51, 107, Dys4ia, see Anthropy, Anna 110, 113, 114, 127, 133, 146, 160, 163, 166, 173 E Compact discs, see CDs Easter eggs, 31, 32 Computer clubs, 17, 20, 24 Education, 60, 66–68, 73, 109 Computer fair, 41, 41n7 8-bit, 8, 18–21, 22n5, 37–52, 40n5, Computer History Museum, 5 47n11, 50n17 Console clubs Electronic Arts, 165, 166 console club magazines, 86 Emgeton Story, 19, 20n2, 22, 22n5, Console gaming, 80, 82, 84–86, 141 25–28, 30 Copy protection, 43 Ethics, 144 Copyright laws, 165 Ethnography, 141 Czechoslovakia, 8, 17–32, Exidy, 123–137 23n7, 39, 128 Sorcerer, 9, 123–137, 229 INDEX 237 F H Family, 83, 87, 88, 91, 92 Hackers, 189 Finland, 9, 79, 80, 82, 84–87, 91, 93, Hacking, 4, 144, 149, 150, 153 95, 96, 177, 229, 230 Hardcore gaming., 86 Finnish Museum of Games, 5, 89, 90 Hello World, PSP!, 150 Firmware, 128, 142, 145, 150–154 Hirai, Kaz, 146 Flea markets, 165 History, 1–11, 37, 48 Floppy discs, 164 Hobby clubs, 23n6, 87 Flying Wild Hog, 166–169, 171, 172 Hobby Computer Club, 132 Fuksoft, 21 Hobby computing, 20, 31 Homebrew, 8, 18, 20, 23–27, 31, 32, 141–146, 148–151, 153, 154, 231 G Hyperlocal, 17–32 Galaxians, 129–131 Game development, 3, 4n1, 9, 23, 57, 60–63, 65, 66, 71, 102, I 160, 162–166, 169, Indie communities, 160, 163 172–174, 231 Indie games, 10, 32, 69, 160, 161, Game historians, 6, 7, 9, 11, 106, 107, 163, 166, 167, 169–173, 175 111, 112, 186, 223, 225, 228 Infocom, 45, 105 Game history, 58, 74, 105–108, 111 International Game Developers Gameplay, 11, 32, 50, 83, 171, Association Localization Special 178, 185 Interest Group, 182, 182n4, 183 Game production tools, 172 Interview, 31 Gender, 58, 70, 71, 74, 82, 112, 116 Ireland, 59 gender diversity, 74 Iron Curtain, 4, 8, 20, 39–42, 164 Genre, 21, 27, 28, 37, 37n1, 102, Israel, 59 106, 161, 167, 171, 190 Geography, 2, 7, 9, 106, 108, 109 Germany, 39, 117, 130, 137, 181, J 193, 230 Japan, 1, 2, 57, 61, 85, 106, 134, 142, Global fnancial crisis, 62 148–150, 148n4, 153, 153n9, Global game market, 66 163, 174, 178, 179, 181, 192, Global industry, 57, 181 193, 222, 227 Globalisation, 230 Globalisation Studies, 7 Gone Home, 32 K Greve Graphics, 62 King, 57 Gwiezdny kupiec, 48 Kutaragi, Ken, 146 238 INDEX L Mobile gaming, 153 Labour, 59, 70, 111, 112, 115, 162, Mobygames, 8, 46–48 164, 166, 171, 175 Mojang, 57 demand, 70 Mystery House, 102, 108 mobility, 71 Lateness, 38 Latin America, 230 N Latour, Bruno, 11 Narrative, 21, 26, 171, 174, Lefebvre, Henri, 11 187, 194n14 LittleBigPlanet, 144 Nationalism, 162, 170 Living Computers Museum, 5 Newsletters, 9, 124–127, 130, Local history, 6 132–136, 229 Localisation, 10 New Zealand, 5, 59, 221, 222, Locality, 1, 3, 6–11, 84, 95, 143, 144, 226–228, 231 154, 222, 226, 227 1980s, 2, 3, 7–9, 11, 17, 19, Lumines, 148, 148n3, 152 20, 23, 24, 31, 40, 42, 44, Lunar Blitz, 47 46–49, 61–62, 64, 73, 79–96, 91n4, 102, 110, 111, 115, 125, 127, 128, 133, 178, M 183–185, 193, 194, 194n14, Machine wars, 86 221, 231 Magazines, 41, 51, 82, 85, 86, 131, 1990s, 7, 8, 10, 17–32, 38, 41, 45, 133, 229 47, 47n14, 48, 58, 61, 62, Magnavox Odyssey, 181, 191–193 64–67, 71, 73, 79–96, 103, 110, Marketing, 92, 94, 108n3, 111, 160, 127, 128, 160, 165, 184 164, 184, 222 1970s, 11, 49, 61, 63, 73, 112, 133, Mattel Intellivision, 85 178, 180, 185–188, 193, Mayhem in Monsterland, 48 194, 222 Mechanics, 106, 161, 163, 166, 169, Nintendo, 7, 9, 79–96, 146, 147, 153, 174, 180, 187 165, 181, 184 Media memories, 81 Game & Watch, 84 Mexico, 145, 154 Game Boy, 38, 94 Microcomputers, 39, 42, 47n11, 61, NES, 79, 85, 89, 92, 94 193, 193n13, 194, 229 Nintendo Club Magazine, 94 Microcomputing, 4, 4n2, 9 Nintendo DS, 153 Microhistory, 11, 223–225, 231 Nintendo Entertainment System Microprose, 66 (NES), 79, 85, 96 Microsoft, 7, 165 SNES, 92, 93 Middle East, 230 Super Nintendo, 38, 93 Miecze Valdgira, 48 Non-digital games, 21 Migration, 69, 159, 164, 188–190, North America, 69, 142, 148n4, 178 192, 195 North American, 2 Minecraft, see Mojang Nostalgia, 23, 46, 51, 87, 128, 167 INDEX 239 O Regionalism, 9, 105–107 Oakhurst, 101–103, 105, 106, 108, The Revenge of the Insane Atari 109n4, 110, 113–117, 115n10 User, 19, 21 Obsolescence, see Obsolete Reviews, 130 Obsolete, 38 Open markets, 59 Oral history, 58, 61, 80, 82, 96, 105, S 110–112, 111n8, 115n10, 116 Salary, 73 Saturn Expedition Committee, 148, 150 P Scandinavia, 4, 106, 230 Pac-Man, 185, 186, 186n8 Sega, 7, 85, 148, 154, 184 Paradox, 64 Sega Master System, 85 Participatory practice, 29 Sega Mega Drive, 38 PCs, 38, 165 Shadow Warrior, 163, 166, 167, 169, Philips, 42 171, 172, 174 Piracy, 43, 44, 164, 165 Shareware, 32 Platforms, 7, 22, 37n1, 38, 41, 47–49, Sierra On-Line, 9, 102, 102n1, 103, 47n11, 69, 141, 143, 144, 105, 106, 108–111, 113, 114, 151, 193 118, 119 PlayStation, 141–154 Sikor Soft, 8, 49–51 PlayStation Portable (PSP), 141–154 Silicon Valley, 102, 103, 107, 109, PlayStation 2, 143, 145–148, 109n5, 134 150, 152–154 Sinclair, 3, 20, 21, 40, 193–195 Poland, 8, 10, 37–51, 47n11, 47n14, ZX Spectrum, 128 50n17, 160, 163–166, 168–170, Sinclair Spectrum, 62, 84 172–174, 222 Singapore, 7, 59, 162 Pong, 180, 187, 191–193, 191n11 16-bit, 128 Pouet, 49 Small state theory, 59 Power fantasy, 29 Sneakernets, 43 Programming, 26, 30, 50, 64, 65, 72, Solo play, 88 102, 124, 126, 128, 129, 129n1, Someday You’ll Return, 32 136, 150, 173, 184, 194 Sonic the Hedgehog, 154 Promotional games, 92 Sony, 7, 144, 146–148, 147n2, Proto-games, 11 148n3, 150–154, 153n9, 165 PS2 DEV forum, 148 PlayStation, 85, 86 Psyclepath, 31 PlayStation 2, 86 Punk, 24, 29 Sony Playstation, 41 Soviet, 20, 31, 164, 169, 172, 229 Soviet Union, 106 R Space Invaders, 131 Race, 112, 116 Spacewar!, 102, 180, 188–190, racism, 115 191n11, 194 Radiokomputer, 44 Spain, 3, 145, 154, 170 240 INDEX Spatial practices, 19 Transnationalism, 160–164, 166, Spatial tactics, 8, 20, 27–30 167, 169–175 Stanford University, 190 TSUNAMI newsletter, 124, 132 Starbreeze, 64, 67 Turbo systems, 43 Stodman, 19, 22, 24–26, 27n10, 28, 29 Strong Museum of Play, 5, 111 Super Asteroids, 130 U Super Famicom, see Super Ubisoft, 165 Nintendo CD UDS, 64, 66 Super Mario, 92 United States, see North America Super Nintendo CD, 147 Unity, 172, 173 Sweden, 9, 58–62, 64, 67, 69, 71–73, Universal Media Disc, 148 79, 80, 85, 87, 91, 167 Universal Studios, 147 The Swedish game wonder, 58 Unreal, 172, 173 US, see North America T Tactics, 18, 23, 28, 142, 144, 165 V Taito, 227, 228, 231 Vernacular, 19, 24, 144 Taiwan, 127 Video game crash of 1983, 2 Tandy Video rental stores, 92, 94 TRS-80, 123 Tape cassette, 8 Techland, 165, 166 W Tekblast, 8, 49, 51 Word processing, 124, 128, 134, 136 Television, 80, 83, 86, 88, 125, 147 Tennis for Two, 180, 187, 188, 191, 191n10, 192 X Test Drive, 45 XIV, 22 Text adventure, 21, 27, 28 Textual poaching, 18 This War of Mine, 168–170, 174 Y Tinkering, 24, 153 YouTube, 144 Topobiography, 81, 83 Transgenerational software, 49 Transition software, 41 Z Translation, 10, 178, 181–186, ZX Spectrum, 21, 37n1, 38n2, 188–194, 191n10, 191n11 40, 44, 47.
Recommended publications
  • Suggested Topics for Homebrew Con 2021
    Suggested Topics for Homebrew Con 2021 The suggestions below have been outlined by the Seminar Subcommittee for Homebrew Con 2021. The topics suggested are not intended to be an exhaustive list, but rather a guide to potential speakers to some of the top priority topics that the committee would like to see presented on at this year’s event. Hopeful speakers are welcome to submit proposals beyond the scope of these suggestions but are encouraged to keep them in mind when planning their proposal content. Beer Styles The BJCP recognizes over 130 distinct beer styles in its beer guidelines, along with countless others not in the guidelines. Each style has a unique history and characteristics and is brewed using specific brewing processes and techniques. The seminars in this track will highlight individual beer styles and the techniques used to brew them (and why). • How styles emerge (Ex: Kolsch/Alt, Regional International Ales [Argentina, Italian, New Zealand, Brazilian, etc.]) • Compare and contrast of similar styles • Differentiating general history from beer history • Emerging styles (Ex: pastry stouts/ fruit “slushies”, Winter Warmers, etc.) • How to decide where your beer goes in a competition • Saison • Bocks (history, sub-styles, brewing requirements, etc.) • How taxes, water chemistry, wars, technology and/or climate defined beer styles • Extinct (or nearly extinct) Styles • Historic beers (Ex: Stein Bier, Fraoch, Herbal, Wiccan ales, Egyptian ales) • Lager fundamentals • Best ways to educate yourself about a style - • Beer Vocabulary and what it all means ASBC (anyone?) • Belgian Styles (in general) – challenge to brew, make it taste like it’s from Belgium • How to brew authentic English Pub Ale • Fresh Hop Beers • Mead styles (Ex: Polish, historical meads, other) • How to achieve the style you are looking for (Expectations of what you want vs.
    [Show full text]
  • Mac OS X Includes Built-In FTP Support, Easily Controlled Within a fifteen-Mile Drive of One-Third of the US Population
    Cover 8.12 / December 2002 ATPM Volume 8, Number 12 About This Particular Macintosh: About the personal computing experience™ ATPM 8.12 / December 2002 1 Cover Cover Art Robert Madill Copyright © 2002 by Grant Osborne1 Belinda Wagner We need new cover art each month. Write to us!2 Edward Goss Tom Iov ino Editorial Staff Daniel Chvatik Publisher/Editor-in-Chief Michael Tsai Contributors Managing Editor Vacant Associate Editor/Reviews Paul Fatula Eric Blair Copy Editors Raena Armitage Ya n i v E i d e l s t e i n Johann Campbell Paul Fatula Ellyn Ritterskamp Mike Flanagan Brooke Smith Matt Johnson Vacant Matthew Glidden Web E ditor Lee Bennett Chris Lawson Publicity Manager Vacant Robert Paul Leitao Webmaster Michael Tsai Robert C. Lewis Beta Testers The Staff Kirk McElhearn Grant Osborne Contributing Editors Ellyn Ritterskamp Sylvester Roque How To Ken Gruberman Charles Ross Charles Ross Gregory Tetrault Vacant Michael Tsai Interviews Vacant David Zatz Legacy Corner Chris Lawson Macintosh users like you Music David Ozab Networking Matthew Glidden Subscriptions Opinion Ellyn Ritterskamp Sign up for free subscriptions using the Mike Shields Web form3 or by e-mail4. Vacant Reviews Eric Blair Where to Find ATPM Kirk McElhearn Online and downloadable issues are Brooke Smith available at http://www.atpm.com. Gregory Tetrault Christopher Turner Chinese translations are available Vacant at http://www.maczin.com. Shareware Robert C. Lewis Technic a l Evan Trent ATPM is a product of ATPM, Inc. Welcome Robert Paul Leitao © 1995–2002, All Rights Reserved Kim Peacock ISSN: 1093-2909 Artwork & Design Production Tools Graphics Director Grant Osborne Acrobat Graphic Design Consultant Jamal Ghandour AppleScript Layout and Design Michael Tsai BBEdit Cartoonist Matt Johnson CVL Blue Apple Icon Designs Mark Robinson CVS Other Art RD Novo DropDMG FileMaker Pro Emeritus FrameMaker+SGML RD Novo iCab 1.
    [Show full text]
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Retrocomputing As Preservation and Remix
    Retrocomputing as Preservation and Remix Yuri Takhteyev Quinn DuPont University of Toronto University of Toronto [email protected] [email protected] Abstract This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving old computing technology. Retrocomputing includes many activities that can be seen as constituting “preservation.” At the same time, it is often transformative, producing assemblages that “remix” fragments from the past with newer elements or joining together historic components that were never combined before. While such “remix” may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative “situated knowledges” and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation. Keywords: retrocomputing, software preservation, remix Recovering #popsource In late March of 2012 Jordan Mechner received a shipment from his father, a box full of old floppies. Among them was a 3.5 inch disk labelled: “Prince of Persia / Source Code (Apple) / ©1989 Jordan Mechner (Original).” Mechner’s announcement of this find on his blog the next day took the world of nerds by storm.1 Prince of Persia, a game that Mechner single-handedly developed in the late 1980s, revolutionized computer games when it came out due to its surprisingly realistic representation of human movement. After being ported to DOS and Apple’s Mac OS in the early 1990s the game sold 2 million copies (Pham, 2001).
    [Show full text]
  • Shadow Warrior 2 and the Evolution of the Roadhog Engine”
    „Shadow Warrior 2 and the evolution of the Roadhog Engine” Jarosław Pleskot Senior Engine Programmer Flying Wild Hog 2015 Presentation overview 1. Introduction 2. The engine evolution a) Level construction pipeline b) Character destruction 3. Foliage system 2.0 a) Architecture b) Storage c) Rendering Shadow Warrior vs Shadow Warrior Shadow Warrior Shadow Warrior 2 Production time 18 months total > 2 years Team size 35 50 Engine programmers 2 7 PC Platform differences* PC DX9 32 bit, ported to PC DX11, 64 bit only DX11 32/64 bit Multiplayer - COOP Renderer Light Pre-Pass, nonlinear Deffered, linear, PBR * both games run on PS4 and XONE, SW was ported to Mac and Linux externally The engine evolution Steps of the evolution 2011 2013 2014 2016 Shadow Warrior Shadow Warrior 2 Hard Reset Shadow Warrior (32/64 bit (64 bit DX11, PS4, (DX9, 32 bit) (DX9, 32 bit) DX11/PS4/XONE) XONE) • First version of • Foliage system • Renderer ported • Physically based Roadhog Engine • Mirror • New platforms rendering • Light pre-pass • Cutscenes • Extensive use of • Multiplayer renderer • Animation system job system • Procedural • Main + render extended character threads + a few • SSAO destruction worker threads • Skinned decals • Big change in (Havok, sound, • Job system level pipeline etc) introduced Level construction pipeline For all FWH games before Shadow Warrior 2 level geometry was constructed mainly outside game editor. • Hard reset: one big mesh + smaller meshes • Shadow Warrior: a few parts of a level (loaded or not) + smaller meshes + foliage • Game
    [Show full text]
  • Opensource Software in Mac OS X V. Zhhuta
    Foss Lviv 2013 191 - Linux VM з Wordpress на Azure під’єднано до SQL-бази в приватному центрі обробки даних. Як бачимо, бізнес Microsoft вже дуже сильно зав'язаний на Open Source! Далі в доповіді будуть розглянуті подробиці інтероперабельності платформ з Linux Server, Apache Hadoop, Java, PHP, Node.JS, MongoDb, і наостанок дізнаємося про цікаві Open Source-розробки Microsoft Research. OpenSource Software in Mac OS X V. Zhhuta UK2 LImIted t/a VPS.NET, [email protected] Max OS X stem from Unix: bSD. It contains a lot of things that are common for Unix systems. Kernel, filesystem and base unix utilities as well as it's own package managers. It's not a secret that Mac OS X has a bSD kernel Darwin. The raw Mac OS X won't provide you with all power of Unix but this could be easily fixed: install package manager. There are 3 package manager: MacPorts, Fink and Homebrew. To dive in OpenSource world of mac os x we would try to install lates version of bash, bash-completion and few other utilities. Where we should start? First of all you need to install on you system dev-tools: Xcode – native development tools that contain GCC and libraries. Next step: bring a GIU – X11 into your system. Starting from Mac OS 10.8 X11 is not included in base-installation and it's need to install Xquartz(http://xquartz.macosforge.org). Now it's time to look closely to package managers MacPorts Site: www.macports.org Latest MacPorts release: 2.1.3 Number of ports: 16740 MacPorts born inside Apple in 2002.
    [Show full text]
  • Shareware Solutions II
    SharewareShareware SolutionsSolutions IIII An Exciting Apple II Journey Into The Future Volume 3, Issue 1 Spring, 1996 Heard It Through The Grapevine Hard Drive Give Away following e-mail message: The There was also quite a bit of dis- winner of the HD is Keith Saga- cussion about Brutal Deluxes Everyone whose subscription low. We threw all of the papers System 6.0.2 update, and Oliv- was current at the end of Febru- into the air, then we threw a ier admitted that his program- ary, 1996 was automatically en- dart at one. There were three ming partner suffered from a tered into the Hard Drive Give names hit by the dart, but only hard drive crash and that much Away Contest, and the winner one was legible, so Keith was of the work had been lost. of that contest is Keith Saga- the winner. low, a IIGS owner from Central The freewheeling online chat Valley, New York. Keith is now Thanks to Tony Diaz for do- session was attended by more the proud owner of a 120 Mega- nating the drive. Thanks to Auri than 30 people, and a good time byte Focus Hard Drive. for acting as an intermediary to seemed to be had by all. Steve Wozniak. Thanks to Woz From the time the contest was for choosing the winner. But Upon his return to France, Oliv- announced in the last issue un- most of all, thanks to all of you ier started work on the next Bru- til the time that Keith received for supporting Shareware Solu- tal Deluxe release, a IIGS game his hard drive, several unexpect- tions II.
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Henry Jenkins Convergence Culture Where Old and New Media
    Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands.
    [Show full text]
  • Doodle Army 2 Apk God Mod
    Doodle army 2 apk god mod Continue Here you can download and install Cube Escape: Paradox 1.0.26 APK File (The Latest Version) for Android Devices. We only share original APK files released by developers only for free public use. Download the apk file for Cube Escape: Paradox from below link, move the file to your Android phone's SD card and then use the one file manager you prefer to install it. What's new v1.0.26: Thanks for playing Cube Escape: Paradox! We've fixed a few bugs in this new version including a fix for Chapter 1 Crash on Android 5.0 and above Download Cube Escape: Paradox 1.0.26 APK File Updated: September 23, 2018 By: Grow Lake. Download APK Google Play Set See another version: Cube Escape: Paradox Android Game Note: Androidfiler.com only share original files for Cube Escape: Paradox WITHOUT ANY modification cheat, crack, unlimited gold patch. Cube Escape: Paradox is a trademark of Rusty Lake. If you find any breach or link does not work feel free to mail us on the [email protected] DescriptionVoice call recording softwareCube Call Recorder ACR is a simple, easy application that records phone calls on your smartphone. It works on most smartphone devices. It will start working after a quick, simple and free installation. If you want to keep track of your phone calls and always be sure of the information you've received from them, Cube Recorder ACR is the right app for you. All you have to do is download it and choose the writing option that works best for you.
    [Show full text]
  • High-Performance Play: the Making of Machinima
    High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.
    [Show full text]
  • Uncle Mark 2004
    2 0 0 5 Table of Contents The Gift Guide The Almanac Introduction - ii {All new for the 2005 Uncle Mark...} Digital camera (updated for 2005) - 1 A good book you probably haven't read - 16 Personal computer (updated for 2005) - 3 A skill you probably didn’t know you had - 17 Cell phone (new!) - 6 How to remember if the batteries aren’t in... - 17 Inexpensive gadget (new!) - 7 When to visit New York’s Metropolitan Museum... - 18 Video game system - 8 How to write dates in e-mail - 19 Digital music player - 12 How to decide which seafood to eat - 20 Three board games you should know about - 13 How to make sure they see the papers... - 21 Two inexpensive gifts for kids - 15 A free guide to terrorist-attack preparedness - 21 {And from the 2004 Uncle Mark...} Rules for walking in New York City - 22 Umbrella storage system - 23 How to leave a telephone message - 24 qi Introduction As a technology expert, I get a lot of questions – from friends, family, and colleagues – about what technology to buy. Since I work in technology and have strong opinions about what’s best, I can usually give a quick answer. Uncle Mark 2005 Gift Guide & Almanac is the second annual compilation of those answers: it’s a free downloadable guide that helps you make the best decisions for technology purchases – and for cer- tain gifts, too. For your part, I expect that you have questions that you don’t want to spend a lot of time research- ing. Sure, plenty of magazines and websites can give you 17 different options of digital cameras – but which ONE should you buy? Uncle Mark will tell you.
    [Show full text]