Nolan Bushnell
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Come and Take It3.Fdx
Come & Take It v4.3 by Annie R. Such Annie R. Such 257 Malcolm X Blvd. Apt. 4 Brooklyn, NY 11233 (214) 680-2084 [email protected] CHARACTER NAME BRIEF DESCRIPTION AGE GENDER Austin Quick to anger, but tender when 30s M needed. A lion licking his wounds Jefferson A notorious nothing, thrust into an 20s M inconceivable situation. COME AND TAKE IT Setting: Come and Take it, Texas. At Rise: Two men stand sweating in the middle of a prairie, clad in Rancher gear. The heat is unbearable, though they’ve both grown up in it. They’re participating in a standoff, but an unusual kind. JEFFERSON You okay? AUSTIN Yeah. JEFFERSON You sure? AUSTIN Yeah, I’m sure, Jeff-- What you got there? JEFFERSON The 357. AUSTIN I told you to grab the Colt. JEFFERSON You said I could use any gun-- AUSTIN Not the peacemaker, that thing’s an antique! JEFFERSON Do you want it? You can use it. AUSTIN No, no, don’t matter-- JEFFERSON I’ll switch with yeah-- AUSTIN I said, don’t matter. Did I stutter? 2. JEFFERSON No. AUSTIN Let’s just get this done. They stand quietly. AUSTIN Well? JEFFERSON Hold on, you impatient bastard, I’m thinking. AUSTIN Thinking, hmm. Austin pulls out a pack of Marlboro Reds. One cigarette left. He packs and lights it. JEFFERSON Nice. Real nice. That hasn’t started enough problems-- AUSTIN Well, I’m just biding my time. I’m gonna be here til Thursday, apparently / with you dragging your feet-- JEFFERSON This is a lot of pressure, okay. -
Accelerated Reader Quiz List - Reading Practice Page 1 of 261
Accelerated Reader Quiz List - Reading Practice Page 1 of 261 Accelerated Reader Quiz List - Reading Practice Quiz Book Points No. Title Author Level 46456 Come Here, Tiger! Moran, Alex 0.3 0.5 EN 66246 Show and Tell Mayer, Mercer 0.3 0.5 EN 9340 EN Snow Joe Greene, Carol 0.3 0.5 41850 Clifford Makes a Friend Bridwell, Norman 0.4 0.5 EN 58042 I Can Read, Too: Book #9 Sargent, Dave/Pat 0.4 0.5 EN 66204 My Trip to the Zoo Mayer, Mercer 0.4 0.5 EN 9334 EN Please, Wind? Greene, Carol 0.4 0.5 9353 EN Birthday Car, The Hillert, Margaret 0.5 0.5 66200 Country Fair Mayer, Mercer 0.5 0.5 EN 64100 EN Daniel's Pet Ada, Alma Flor 0.5 0.5 49483 Down on the Farm Lascaro, Rita 0.5 0.5 EN 9314 EN Hi, Clouds Greene, Carol 0.5 0.5 9382 EN Little Runaway, The Hillert, Margaret 0.5 0.5 31542 Mine's the Best Bonsall, Crosby 0.5 0.5 EN 35665 What Day Is It? Trimble, Patti 0.5 0.5 EN 66242 Beach Day Mayer, Mercer 0.6 0.5 EN 72887 Cat Who Barked, The Sargent, Dave 0.6 0.5 EN 42150 EN Don't Cut My Hair! Wilhelm, Hans 0.6 0.5 9018 EN Foot Book, The Seuss, Dr. 0.6 0.5 9364 EN Funny Baby, The Hillert, Margaret 0.6 0.5 72885 Little Big Cat Sargent, Dave 0.6 0.5 EN 9383 EN Magic Beans, The Hillert, Margaret 0.6 0.5 3051 EN My Dog's the Best! Calmenson, Stephanie 0.6 0.5 9391 EN Three Bears, The Hillert, Margaret 0.6 0.5 9392 EN Three Goats, The Hillert, Margaret 0.6 0.5 9393 EN Three Little Pigs, The Hillert, Margaret 0.6 0.5 https://c.na6.content.force.com/servlet/servlet.FileDownload?file=00P8000000BHUWr 2/ 22/ 2012 Accelerated Reader Quiz List - Reading Practice -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
My Cousin Vinny 1992
"MY COUSIN VINNY" Original Screenplay by Dale Launer REVISED DRAFT January 2, 1991 REVISION #1 (BLUE) January 7, 1991 REVISED #2 /PINK) January 23, 1991 REVISED #3 (GREEN) February 7, 1991 REVISED #4(YELLOWl February a, 1991 REVISED #5 /GOLDENROD) February 27, 1991 EXT. ALABAMABACK ROAD - DAY It's a sunny, winter day on a paved country in south/western Alabama. In the distance, peaking over a loping hill we see a faded metallic green, 1964 Buick Skylark with a white convertible top and New York plates. As it approaches, we see two young men in the car, both with dark hair and sunglasses. They look cool. CLOSE SHOT - RADIO A hand turns the dial in search of something contemporary - finding nothing but country music ••• RADIO (singing) If you can't live without me, then why aren't you dead ••• ? ••• and local ads with southern accents, farm reports, evangelists, gospel singers, and a woman with marital problems seeks guidance from a radio preacher. ON THE ROAD ( The two-lane paved country road passes through huge fields of cotton plants - little shrubs with little, fluffy tufts of white. On the side of the road, every 100 yards or so, we see 8' X 8' X 20' trussed-up, squared-off bales of cotton covered with plastic tarps - waiting to be picked up and trucked off. Up ahead they approach a long bed truck filled with logs on the way to a sawmill -- this is also lumber country. They overtake the truck. They also pass a lot of things you see in the deep south that you don't see up north -- little, ramshackle fruit stands with weather-beaten signs saying "We accept food stamps," crude hand-lettered signs offering Vidalia onions, pecans, propane, bull• for sale, a cattle crossing sign -- a black silhouette of a cow on a round yellow background with a black border, grain silo• -- big and small. -
Arcade-Style Game Design: Postwar Pinball and The
ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES A Thesis Presented to The Academic Faculty by Christopher Lee DeLeon In Partial Fulfillment of the Requirements for the Degree Master of Science in Digital Media in the School of Literature, Communication and Culture Georgia Institute of Technology May 2012 ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES Approved by: Dr. Ian Bogost, Advisor Dr. John Sharp School of LCC School of LCC Georgia Institute of Technology Georgia Institute of Technology Dr. Brian Magerko Steve Swink School of LCC Creative Director Georgia Institute of Technology Enemy Airship Dr. Celia Pearce School of LCC Georgia Institute of Technology Date Approved: March 27, 2012 In memory of Eric Gary Frazer, 1984–2001. ACKNOWLEDGEMENTS I would like to thank: Danyell Brookbank, for companionship and patience in our transition to Atlanta. Ian Bogost, John Sharp, Brian Magerko, Celia Pearce, and Steve Swink for ongoing advice, feedback, and support as members of my thesis committee. Andrew Quitmeyer, for immediately encouraging my budding pinball obsession. Michael Nitsche and Patrick Coursey, for also getting high scores on Arnie. Steve Riesenberger, Michael Licht, and Tim Ford for encouragement at EALA. Curt Bererton, Mathilde Pignol, Dave Hershberger, and Josh Wagner for support and patience at ZipZapPlay. John Nesky, for his assistance, talent, and inspiration over the years. Lou Fasulo, for his encouragement and friendship at Sonic Boom and Z2Live. Michael Lewis, Harmon Pollock, and Tina Ziemek for help at Stupid Fun Club. Steven L. Kent, for writing the pinball chapter in his book that inspired this thesis. -
Driving, Dashboards and Dromology: Analysing 1980S Videogames Using Paul Virilio’S Theory of Speed
Fast Capitalism ISSN 1930-014X Volume 12 • Issue 1 • 2015 doi:10.32855/fcapital.201501.005 Driving, Dashboards and Dromology: Analysing 1980s Videogames Using Paul Virilio’s Theory of Speed Alex Wade Speed and Inertia Space and time is of central concern of Paul Virilio. Just as Lefebvre and Merleau-Ponty were concerned with the reductive effects of the scientifically conceived spaces of technology upon everyday life, so Virilio extends these concerns to the impact of time upon lived, or ‘real space.’ As techniques and technologies of managing time are applied to everyday life, so ‘real spaces’ are progressively diluted and individuals can no longer delineate between the private and the public: so called ‘dead time’ on mass transit systems is elided by Wi-Fi connectivity; Internet connected appliances are always-on for corporations to target advertising and governments to harvest data to increase national security, with the PRISM program showing little demarcation between either sphere. Inhabitants of contemporary societies are overlaid with a gossamer digital net, allowing spaces to be traversed in advance: GPS positioning covers the globe, permitting navigation and simulation of spaces pre-arrival, Google’s variant navigation software shows topographical and actual views of journeys before they take place, war games provide tactical and strategic supremacy of potential theatres of battle, flight and medical simulators allow a view of future egocentric (airspace) and exocentric (the human body) spaces before any actual flight or operation is undertaken. Laborsaving devices privilege real-time over real-space, the result being that the temporal obliterates the spatial, ‘here no longer exists, everything is now’ (Virilio 2000b: 125). -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238. -
"/Title/Tt3702160/": {"Director": [["Kimberly Jessy"]], "Plot": ["\Nbeautiful D Anger Is an Animated 3D Made for TV/Short Film
{"/title/tt3702160/": {"director": [["Kimberly Jessy"]], "plot": ["\nBeautiful D anger is an Animated 3D Made for TV/Short Film. It's a Thriller that combines, M TV's Teen Wolf, Pretty Little Liars, Gossip Girl, Sorcery, Twilight, in one film , Epic fight scenes, No-one is who you think they are, Alternate Universes, Teen Young Adult Action Good Verses Evil, flick with tons of Cliff Hangers! It takes place In Dark Oak, CA were the typical mean girl with magical powers tries to t ake over the school with her mean girl clique. Brooke Charles Takes on Kimberly Jesika and her good girl team. Death Becomes Brook cause she keeps coming back, Think Katherine Vampire Diaries. Kimberly has magical powers and so does her cla n. It's a match to the death. No one is who they seem or who they appear to be! Excitement and sitting on the edge of your seat. Written by\nKimb erly Jessy "], "imdb_rating": [], "mpaa_rating": [], "poster_link": [], "stars": [["Kimberly Jessy"], ["Helena Evans"], ["Chloe Benoit"]], "title": "Beautiful D anger 3D Animated Teen Thriller", "genre": [[" Animation"]], "release_date": [], "writer": [["Kimberly Jesika"], ["Doll Face Animated Films"]]}, "/title/tt25692 02/": {"director": [["Emily Gossett"]], "plot": ["\nThe last year of high school has been barely tolerable for Maggie Masters. After being dumped by her three y ear relationship with Chad, to be traded in for a football dream at UF, she has to succumb to her mother leaving for a better life. Maggie is left to pick up th e remains of her fragmented life. When fate intervenes by the touch from the mys terious and handsome Caleb Jacobson, whom she saves, leaves Maggie breathless, s tartled and captivated. -
Cashbox/Coinmachinenews
cashbox/coinmachine news Mireo Expands U.S. Facilities: MOA Expo ' 75 Revisited Opens European Subsid. -Germany PHOENIX — Mirco, Incorporated, this the lease. city, announced the signing of a ten year Walsh noted that executive and sales lease on a commercial building located offices for Mirco Games. Inc. and Mirco at 10888 N 19th Avenue, Phoenix. The Electronic Distributors, Inc. would re- move into substantially larger facilities main at their present locations of 1960 was necessitated by the firm's extensive W North Lane and 2005 W Peoria expansion of business activities in all Avenue (Phoenix), respectively. areas. European Subsidiary Formed. Also in Mirco, Incorporated is the parent com- line with its current expansion program, pany of five wholly-owned subsidiaries Mirco recently opened a wholly-owned which manufacture and market a wide subsidiary in Germany, called Mirco variety of electronic products, compo- Games GmbH, to manufacture and nents, and systems. The subsidiaries are: market coin-operated amusement pro- Mirco Games, Inc., manufacturer of ducts in Europe. It is located in home and coin-operated electronic and Frankfurt, Germany and will be managed mechanical games; Mirco Electronic Dis- by Klaus J Strauss, a German National tributors, Inc., supplier of transistors, in- Mirco board chairman John L Walsh tegrated circuits, microprocessors, and noted that the off-shore operation result- other electronic components to builders ed from an increasing demand through- of electronic equipment; Mirco Systems, out Europe for sophisticated, electronic- Inc., manufacturer of automatic test type video games. These games have equipment for use in checking electronic been successfully distributed through- components and complex, assembled, out North America by Mirco. -
Classic Gaming Expo 2005 !! ! Wow
San Francisco, California August 20-21, 2005 $5.00 Welcome to Classic Gaming Expo 2005 !! ! Wow .... eight years! It's truly amazing to think that we 've been doing this show, and trying to come up with a fresh introduction for this program, for eight years now. Many things have changed over the years - not the least of which has been ourselves. Eight years ago John was a cable splicer for the New York phone company, which was then called NYNEX, and was happily and peacefully married to his wife Beverly who had no idea what she was in for over the next eight years. Today, John's still married to Beverly though not quite as peacefully with the addition of two sons to his family. He's also in a supervisory position with Verizon - the new New York phone company. At the time of our first show, Sean was seven years into a thirteen-year stint with a convenience store he owned in Chicago. He was married to Melissa and they had two daughters. Eight years later, Sean has sold the convenience store and opened a videogame store - something of a life-long dream (or was that a nightmare?) Sean 's family has doubled in size and now consists of fou r daughters. Joe and Liz have probably had the fewest changes in their lives over the years but that's about to change . Joe has been working for a firm that manages and maintains database software for pharmaceutical companies for the past twenty-some years. While there haven 't been any additions to their family, Joe is about to leave his job and pursue his dream of owning his own business - and what would be more appropriate than a videogame store for someone who's life has been devoted to collecting both the games themselves and information about them for at least as many years? Despite these changes in our lives we once again find ourselves gathering to pay tribute to an industry for which our admiration will never change . -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill.