Yo Tenía Un Juego
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[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Realfilmaufnahmen in Computerspielen
Realfilmaufnahmen in Computerspielen. Analyse von Live-Action Full Motion Video Spielen. Autor: Steffen Boos - im März 2012 eingereicht als Masterarbeit - HOCHSCHULE MITTWEIDA UNIVERSITY OF APPLIED SCIENCES (FH) Fachbereich Medien Studiengang Information and Communication Science Erstprüfer: Prof. Dr. Ludwig Hilmer Zweitprüfer: Prof. Dr.-Ing. Robert J. Wierzbicki Datum 11.08.2013 Ort: Hamburg Inhaltsverzeichnis iii Inhaltsverzeichnis Vorwort 5 Referat 6 1 Einleitung 7 1.1 Zielsetzung . 9 1.2 Vorgehensweise . 11 2 Wissenschaftliche Einordnung und Historie von Live-Action Full Motion Video Spielen 12 2.1 Definition des Begriffs Spiel ........................... 12 2.1.1 Definition nach SALEN/ZIMMERMAN . 13 2.1.2 Definition nach JUUL ........................... 14 2.1.3 Definition nach ADAMS/ROLLINGS ................... 17 2.1.4 Fazit Definition des Begriffs Spiel .................... 17 2.2 Definition des Begriffs Computerspiel ...................... 18 2.2.1 Fazit Definition des Begriffs Computerspiel . 19 2.3 Definition des Begriffs Live-Action Full Motion Video Spiel . 20 2.3.1 Produktionsarten von Full Motion Video Spielen . 20 2.4 Historische Entwicklung von Full Motion Video Spielen . 23 3 Analyse von Live-Action Full Motion Video Spielen 36 3.1 Narration in Live-Action Full Motion Video Spielen . 36 3.1.1 Linearität vs. Nichtlinearität . 38 3.1.2 Interactive Storytelling . 39 3.1.2.1 Verzweigte Narration . 40 3.1.2.2 String of Pearls (Perlenkettenmodell) . 43 3.1.2.3 Foldback Stories (zurückgefaltete Geschichten) . 45 3.1.2.4 Amusement Park Model (Vergnügungsparkmodell) . 45 3.1.2.5 Building Blocks Model (Baukastenmodell) . 46 3.1.2.6 Fazit Interactive Storytelling . 46 3.2 Interaktivität in Live-Action Full Motion Video Spielen . -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Archivo CAAD De Soluciones
Selecciones CAAD Editorial ................................................ 3 CAAD Nª 33 Noticias................................................. 4 Los 10 Mejores ..................................... 7 (12ª Suscripción) La Anti-lista ......................................... 10 Opinión ............................................... 49 Publicación bimestral Dominio Público y Shareware ............. 11 Preguntas y Respuestas ..................... 53 (y lo digo muy en serio) Direcciones de Internet ....................... 56 Feedback ............................................ 62 Ediciones CAAD Apartado de correos 319 Concursos 46080 - Valencia (Spain) Concurso Nacional de Argumentos 98 .... 9 Concurso Nacional de Aventuras 98 ....... 5 Telf.: (96) 369 95 71 Premios CAAD a la Aventura 97 ............. 8 E-Mail: [email protected] Comentario de parsers Página en internet NMP vs SINTAC por Melitón Rodríguez ...................... 21 http://www.arrakis.es/~caad Comentarios de aventuras Han participado Aventuras participantes al concurso por Javier San José ......................... 25 Dráscula El Director por Dardo/LLFB ............................... 28 Juan J. Muñoz Falcó The Curse of Monkey Island por José Luis Cebrián ...................... 30 Blade Runner El Subdirector por Dardo/LLFB ............................... 32 José Luis Cebrián Broken Sword II por Dardo/LLFB ............................... 36 El Impresor Soluciones de aventuras Antonio Fernández The Curse of Monkey Island por Julio Gómez............................... 39 Archivo -
Al-Strad Blizzard Pass the Castle Castle Blackstar Castle Eerie
ADVENTURE PROBE INDEX HINTS AND TIPS VOL ISSUE VOL [ISSUE VOL [ISSUE vOL ISSUE VOL ISSUE Adventureland Vol 2 7 Adventure Quest Vol + 8 Vol 1 t@ Aftershock Vol + 7 Vol 1 10 Al-Strad Vol 1 2 American Suds 3 Vol 2 7 Apache Gold Vol 2 5 Vol 2 7 Bal lyhoo Vol 1 16 Vol 2 12 Bards Tale | Vol 2 11 Bards Tale 1! Val 2 12 Beyond Zork Vol 2 12 Bermuda Project Vol 2 12 The Big Sleeze Vol 1 15 Vol 1 16 Blizzard Pass Vol 2 7 Vol 2 8 Vol 2 10 Boggilt Vol + 5 Vol 1 6 Vol t 8 Book of the Dead Vol 2 1 Vol 2 2 Vol 2 5 Bored of the Rings Vol 1 1 Vol 1 2 Vol 1 3 Vol 1} 6 Borrowed Time Vol t+ 8 Vol 2 7 Brawn Free Vol 1 2 Breakers Vol 2 7 Buckeroo Banzai Vol t 17 Bugsey Ptl Vol + 9 Bulbo/Lizard King Vol 1 17 Bureaucracy Vol 2 12 The Castle Vol 1 19 Castle Blackstar Vol 1 8 Vol 1 11 Castle Eerie Vol 1 18 The Challenge Vol 1 19 Chaos Factor Vol 1 4 Circus Vol 1 3 Vol 2 6 Colossal Cave Volt 1+ 3 Colour of Magic Vol 1 8 Vol { 10 Corruption Vol 2 12 Cracks of Fire Vol 2 2 Crown of Ramhotep Vol 2 5 Crystal Cavern Vol 2 7 Crystal of Chantie Vol 2 6 Cuddles Vol 2 2 Curses/Crawley Manor Vol 1 10 Curse of Shaleth Vol 1 18 Davy Jones Locker Vol 2 9 Dark Crystal Vol 2 2 Desperado Vel 1 8 Desert Island Vol 2 11 Devil's island Vol 2 11 Diamond Trail Vol 1+ 3 Domes of Sha , Vol 2 12 Dodgy Geezers Vol 1 12 Dragonscrypt Vol 2 5 Dragonworid Vol t+ 3 Dungeon Adventure Vol 1 9 Dusk over Elfinton Vol 2 11 Earthshock Vol 1 16 El Dorado Vol! 1 16 Emerald isle Vol 1 {i Vol ft 2 Vol t 8 Empire of Karn Vol 1 3 Enchanted Cottage Vol 2 10 Enchanter Vol § 12 Vol ¢ 13 Vol { 14 Vol 2 7: Vol 2 12 Enthar 7 Vol t+ 6 the Vol Vol Vol 2 © Erik Viking ee Escape from Tramm Vol 1 Q Eureka Vol Vo! Vel + 7 Vol om Excalibur Vol oe Vo! Fahrenheit 451 Vol 1 6 Fausts Folly Vol 1 9 Feasibility Exper. -
Abstract Political Science Fuller, Frank R. B.A
ABSTRACT POLITICAL SCIENCE FULLER, FRANK R. B.A. OGLETHORPE U1JIVERSITY, 2000 M.S. GEORGIA INSTITUTE OF TECHNOLOGY, 2001 THE ATOMIC BOMB: REFLECTIONS IN JAPANESE MANGA AND ANIME Committee Chair: Robert B. DeJanes, Ph.D. Dissertation dated May 2012 This study examines post-World War II “anime” and manga based on the bomb’s after-effects and changes in Japanese mindsets resulting from the War, especially as inspired by Osamu Tezuka and later artists influenced by his works. This study theorized that Japanese political culture elements, through particular plotlines, could be traced in manga and anime themes carrying hidden messages repeatedly referencing the bomb’s effects on Japan, citing Tezuka’s influence, in the 1945-65 and 1985-95 periods, in the post-apocalyptic, science fiction, and fantasy genres. Case studies were used to qualitatively assess data for historical evidence of Tezuka’s influence across specific genres, from scholarly studies and reviews of manga. comics, and related media. Evidence ofTezuka-inspired themes, such as hope out of endless devastation (the phoenix analogy) and man’s destructive obsession with technology by conquering nature (dependent variables), were analyzed from a comparativist, historical viewpoint, as influenced by atomic bomb-related themes. The researcher explains the Japanese fascination with technology and why many anime show status quo disagreements. Japan absorbed trauma from the bomb, was invaded by foreigners, and faced a complete overhaul. Post-war, the economy grew rapidly, but Japan must reduce rigidity and social conformity. The Japanese are aware of the US role in their dual defense arrangement; Japan felt discomfort as a junior-partner in the 1950s-60s. -
Play Detective Going Solo
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Going solo Life as a lone game dev Play detective Inside the evolving deduction genre Issue 13 £3 wfmag.cc Kong Orange’s blackly comic puzzler, Felix The Reaper Felix The Reaper Kong Orange’s blackly comic puzzler, deduction genre deduction genre Inside the evolving detective Play game dev game dev Life as a lone Life as a lone solo Going LIFTING THE LID ON VIDEO GAMES ALL FORMATS Disabled players deserve accessibility o developer’s public image has been hose who patronisingly argue that games need defined by diculty to the degree of easy modes for disabled players’ are harming disabled romoftware. ver since the days of players. e don’t need all the rough edges sanded N King’s Field in the nineties, its games have off a game for fear we might hurt ourselves on them. been known for their high skill ceilings, substantial e want to be able to eperience a game’s challenge. challenge, and unforgiving nature. hat rom hasn’t JOE PARLOCK hat we don’t want is for our disabilities to interfere been known for, though, is its accessibility. with that challenge. hat we need are accessibility Joe Parlock is a his recently sparked a sustained and heated options – ways to support us in the areas of the game freelance games argument thanks to the launch of rom’s newest writer and founder of where our disabilities give us an unfair and unintended game, Sekiro: Shadows Die Twice. he argument, simply Ubi-Source.com. His disadvantage. -
Die Vorteile Von Computerspielen Für Das Legasthenietraining
Die Vorteile von Computerspielen für das Legasthenietraining Dr. Iris Ludwig 1. Einleitung........................................................................................5 2. Spielegenres...................................................................................6 3. Lernsoftware..................................................................................25 4. Problembereiche bei Computerspielen..........................................27 5. Computerspiele als Hobby?...........................................................29 6. Wie wirken Computerspiele?..........................................................31 7. Was fasziniert Kinder an Computerspielen?...................................36 8. Das Potenzial von Video- bzw. Computerspielen...........................41 9. USK-Siegel.....................................................................................44 10. Computereinsatz in der Grundschule.............................................46 11. Legasthenietraining am Computer..................................................51 12. Die AFS-Methode...........................................................................55 13. Vorteile des Computereinsatzes.....................................................57 14. Empfohlene Programme für das Legasthenietraining.....................61 15. Das iPad und iPhone im Unterricht.................................................64 16. App-Vorschläge...............................................................................68 17. Der Nintendo DS im Legasthenietraining........................................76 -
Interview with Matthew Stibbe
ISSUE 03 - AUGUST 2015 -- REMEMBER ISSUE 03 - AUGUST 1 2 3 Interview with Matthew Stibbe PAGE 5 1 Interview with Aidan Hughes PAGE 20 2 Toonstruck Review PAGE 13 PAGE 40 Discworld Review 3 Cannon Fodder Review PAGE 17 Amiga: The PC’s best friend PAGE 37 REM E 3 M # PAGE 26 B E E Human ++ U R S S I EDITORIAL Time hasn’t been a particularly kind friend to the Abandoned Times magazine. We needed four years to release the first issue, another two for the second, and four more for this third iteration. That covers the entire Daniel Craig era in James Bond films, to put it into perspective. Not to mention that most of our contributors now spend a big part of their daily lives inside care homes for elders, solving sudoku puzzles or playing dominoes... Yes, I don’t know about the others, but I do feel that old when I look back at all these years. Thankfully, everyone is still young and healthy and you can still see us from time to time on Abandonia’s forums. It does beg the question, however: Why bother? Why bother making #3 when we have a smaller readership than an obscure doujinshi at the Comiket in Japan, especially with such a ragtag team of talents very much prone to sudden periods of chronic idleness. Well, the main reason is that we’ve accumulated a wealth of material throughout the years, written by great people in love with old games. They’ve been waiting to see their articles online for a long time now. -
The Ndependent Pirit
June 1996 Vol. 1, No. 3 Blechman Goggle-Eyed Plympton’s Metamorphosis The I ndependent Spirit ANIMATION WORLD MAGAZINE Volume 1, No.3 – June 1996 Editor's Notebook: The Independent Spirit and An Invitation by Harvey Deneroff 3 Plympton’s Metamorphoses by Mark Segall 5 Bill Plympton, the master of the outrageous, is in the midst of making his newest feature, I Married a Strange Person, in which, as Mark Segall reports, the noted animator puts us through some strange changes. Transfixed and Goggle-Eyed by R.O. Blechman 9 R. O. Blechman, who has long charmed us with his films and illustrations, takes a humorous and often sardonic look at the resurgence of all things Disney and what it all means. Shifting Realities: In the Metaphysical Realm Between Live Action and Animation by Suzanne Buchan 12 The Brothers Quay, those enigmatic masters of stop motion, have now come forth with The Institute Benjamenta, their first “live-action” feature. Suzanne Buchan takes a look at the film and their career. Instinctive Decisions -- Dave Borthwick, Radical Independent by Frankie Kowalski 16 Dave Borthwick and bolexbrothers studios represent the best of Bristol’s thriving animation underground. Their productions include the feature-length Secret Adventures of Tom Thumb, which is a far cry from the usual version of the Grimm fairy tale.. Don Bluth Goes Independent by Jerry Beck 20 When Don Bluth suddenly left Disney in the late 1970s to strike out on his own, it led to a chain of events that sparked today’s renaissance in feature animation. Jerry Beck provides a brief memoir of the days when Bluth appeared to be animation’s white knight and could do no wrong. -
Latest Supported Version of Scummvm Is on the Google Play Store; Search for Scummvm on the Google Play Store and Select Install
ScummVM Documentation CadiH Sep 26, 2021 The basics 1 Understanding the interface4 1.1 The Launcher........................................4 1.2 The Global Main Menu..................................7 2 Handling game files 10 2.1 Multi-disc games...................................... 11 2.2 CD audio.......................................... 11 2.3 Macintosh games...................................... 12 3 Handling Macintosh game files 13 3.1 Background......................................... 13 3.2 How to extract Macintosh game files........................... 14 4 Adding and playing a game 21 4.1 Where to get the games.................................. 21 4.2 Adding games to the Launcher.............................. 21 4.3 A note about copyright.................................. 29 5 Saving and loading a game 30 5.1 Saving a game....................................... 30 5.2 Location of saved game files............................... 35 5.3 Loading a game...................................... 35 6 Keyboard shortcuts 38 7 Changing settings 39 7.1 From the Launcher..................................... 39 7.2 In the configuration file.................................. 39 8 Connecting a cloud service 40 9 Using the local web server 45 10 Taskbar integration 50 10.1 Setting up the icon overlay................................ 50 10.2 Launching recently played games............................. 51 11 AmigaOS 4 52 11.1 What you’ll need...................................... 52 i 11.2 Installing ScummVM.................................... 52 11.3 Transferring