Manual, and the Software Described in This Manual, Are David Atman Copyrighted
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Independent Games What They Are and Are They Different
Jaakko Kemppainen Independent games What they are and are they different Master's thesis Digital Culture 20.2.2008 Jyväskylä University Department of Art and Culture Studies Jyväskylä JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Faculty of Humanities Department of Art and Culture Studies Tekijä – Author Jaakko Kemppainen Työn nimi – Title Independent games What they are and are they different Oppiaine – Subject Työn laji – Level Digital Culture Master's thesis Aika – Month and year Sivumäärä – Number of pages February 2008 98 p. + Appendices 18 p. Tiivistelmä – Abstract This research figures out, how the concept of independent games and independent game production is understood in the field of game industry. Some comparisons are made to music and movie industry, using literature and different internet sources to find out commonly used definitions for independent concept on different areas of entertainment business. Three level definition for independent productions is formed, mainly from the commerce point of view - independent, semi-independent and non-independent games and producers. Second part of this research is a quantitative genre comparison between non-independent games and independent games. For the use of the genre research, a study of game genres is made and basen on that, a game genre systemi is produced. Main finding of the quantitative research is, that independent game genre distribution is different in the case of non-independent games, but there are a lot of similarities within both non-independent and -
Happy Birthday Sierra Chest!
The Sierra Chest Newsletter: Issue 5, October 2009 Happy birthday Sierra Chest! It’s amazing how fast time flies by. It seems as if the site was created only a few months ago. But no, the site went public on October 11th 2008. On the first anniversary of the Chest, I would like to take the opportunity to explain how things came to be, where they are now and what is to be expected from the Sierra Chest in years to come. Yes, one year passed by, but this is just the beginning and some special additions are planned. Although the forums of the Chest have been as good as non-active lately, the site itself and related sites have been booming. The visitor counter of the Chest is currently well above 33,000, the number of subscribers to the Sierra Chest Youtube Channel has finally hit triple digits and the Sierra Chest Facebook profile has attracted many new people, including more than 50 former Sierra employees. If you haven’t signed up yet, just search “Sierra Chest” on Facebook and add as a friend. To immediately be updated with the new videos, feel free to subscribe to the Sierra Chest Youtube channel. Also a guestbook has been added to the main menu for you to leave your impressions of the site, so you are welcome to sign it ;-). Of course more games have been inserted in detail and more are in development. Gold Rush has been added, as well as Space Quest 3, Johnny Castaway and the Colonel’s Bequest. -
Sierra-92Catalog-Alt
® KING'S QUEST SERIES Game designer Roberta Williams is the originator of the 3-D animated computer adventure game and author of the popu lar King's Quest series. She has won numerous awards for her work, and her contributions to the entertainment software industry have earned her the title: "The reigning queen of adventure gaming." Your whole family will be enchanted by the magical, intriguing, adventures she's created for you. Roberta Williams, Creator of the King's Quesr series. King's Quest VI: Heir Today, Gone Tomorrow The industry event of 1992! Sierra assembled rh e besr writers, artists, animators, and programmers to create rh e biggest chapter in the be t- elling computer game series of a ll time. In this richl y tex tured advenrure, you help the shipwrecked Prince Alexander make his way through a series of my teri ous islands. Each island holds Your battle of wits with the Lord of the unique surprises and is populated wirh such amusing and terrifying Dead may be your last! (King's Quesr VI ) characters a the Five Gnomes of the Sen e , the Winged Ones, and the Lord of the Dead. This game is so deta iled, it's quire possible for yo u ro come to rhe end wirhour eeing or olving everything. Fully 30%-40% of rh e encounters are optional, so beginning play ers can complete rhe story with plenry of cha ll enge bur a minimum of frustration. Be prepared to play rhis one over and over. King's Quest V: Absence Makes the Heart Go Yonder You can die thirty-nine differenr ways as yo u help King Graham res cue his fami ly from the clutches of the evil wizard, Mordack. -
Cultural Diversity in Games Moderator: James Neusom Title of File: Culturaldiversity Date: July 25, 2007
Title of Session: Cultural Diversity in Games Moderator: James Neusom Title of File: culturaldiversity Date: July 25, 2007 Room: Playing to Learn Group JamesIN: I would like to do a quick roll call to see how many are teachers and how many are students DoloresG: teacher MaryGst5: TEACHER KimFl: teacher VickiLM : teacher AngelicaH: STUDENT! BarbSa: teacher JosephWi: teacher BjB : Welcome, everyone, to the second of our Festival Events! SherylM: teacher/parent BjB : This discussion is Cultural Diversity in Games and is being presented by James Neusom. SherryC1: teacher JamesIN: Seeing that a majority are teachers...I guess we should focus on organizational planning and team concept JaniceSG: student RogerMG: teacher ShayneTr: teacher JamesIN: How many have read the setup info in my room...How to make a video game CelesteR: Not I RogerMG: No MaryGst5: no, sorry DoloresG: No, sorry BarbSa: no JaniceSG: No, sorry JosephWi: I have not read it. KathleenAF: no, sorry AngelicaH: NOPE NOT YET VickiLM : started to but did not get back to finish SarahJF: sorry not yet BjB . o O ( they're TEACHERS, Jim! Teachers don't read ahead ;-) ) JamesIN: Well I'm new at this but I'm going to try and cut and paste a quick piece BarbSa: True JamesIN: let's begin "Gaming 101". As always, nothing begins without a plan. The first step is to write down your ideas in an understandable and logical process. This is called a White Paper and/or Design Document. The White Paper contains the who, what, when, and how of the game. Then you must organize a team to help you take your idea from paper to reality. -
Of 81 /Users/Tom/Desktop/Games.Txt Saved
/Users/tom/Desktop/games.txt Page 1 of 81 Saved: 2/6/14, 12:31:18 AM Printed For: Tom Tostanoski 1 1 To Nil Soccer Manager (1992)(Wizard Games Of Scotland Ltd) 2 1000 Miglia (1991)(Simulmondo) 3 100000 Pyramid (1988)(Basada) 4 10th Frame (1986)(Access Software Inc) 5 15x15 Picture Puzzle (1996)(Freeware) 6 1830 Railroads And Robber Barons (1995)(Avalon Interactive) 7 1869 (1992)(Max Design) 8 1942 Pacific Air War Scenario Disk (1995)(Microprose Software) 9 1942 The Pacific Air War (1994)(Microprose Software Inc) 10 1942 The Pacific Air War (1994)(Microprose Software Inc)(Rev1) 11 20000 Leagues Under The Sea (1988)(Coktel Vision) 12 221 B Baker St (1986)(Datasoft Inc) 13 2400 Ad (1987)(Origin Systems Inc) 14 3 Demon (1983)(Pc Research) 15 3 Point Basketball (1994)(MVP Software) 16 3d Ball Blaster (1992)(Dungeon Entertainment) 17 3d Beauty Jessica Sewell (1994)(Playboy)(3d goggles) 18 3d Body Adventure (1994)(Knowledge Adventure Levande Bocker) 19 3d Construction Set 1 (1991)(Domark) 20 3d Construction Set 2 (1992)(Domark) 21 3d Cyber Blaster (1994)(Dungeon Entertainment) 22 3d Cyberpuck (1995)(Dungeon Entertainment) 23 3d Dinosaur Multimedia (1994)(Knowledge Adventure) 24 3d Helicopter Simulator (1987)(Sierra Online) 25 3d Helicopter Simulator 1.10 (1987)(Sierra Online)(Rev) 26 3d Table Sports (1995)(Time Warner Interactive) 27 3d World Boxing (1992)(Simulmondo) 28 4 Queens Computer Casino (1992)(Applications Plus) 29 43D Nightmares (1996)(Visioneer) 30 4d Boxing (1991)(Mindscape Inc)(Rev1) 31 4d Boxing (1991)(Mindscape Inc)(Rev2) 32 4d -
Editors of Play
Editors of Play The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet Pablo Abend & Benjamin Beil Transactions of the Digital Games Research Association 2016, Vol. 2, No. 3, pp. 5-30 ISSN 2328-9422 http://todigra.org TEXT: Licensed under Creative Commons Attribution (CC BY-NC- ND 2.5) http://creativecommons.org/licenses/by-nc- nd/2.5/ IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. ABSTRACT Computer games can be described as assemblages which, to use a term borrowed from Science and Technology Studies, provide different scripts, setting the scene for user practices. Scripts include the game world’s possibilities, restrictions, and the degree of freedom provided to the player. Lately, a new genre of games challenges these specifics. So- called editor games, like Minecraft or LittleBigPlanet, which entered the market with sweeping success, are not games in the traditional sense (in which players follow certain rules guided by narrative elements framing the gameplay). Instead, these sandbox games – often labeled as ‘digital LEGO’ or ‘co-creative open worlds’ – afford constructing a game world rather than playing within one. Following a praxeological approach, this essay will try to make co-creative processes in editor games accessible as a research object, by performing a critical evaluation of established 5 6 ToDiGRA methods within Game Studies, complemented by an experimental focus group analysis. Keywords modding, co-creativity, participatory culture, affordances INTRODUCTION Minecraft (Mojang 2011), LittleBigPlanet (Media Molecule 2008), and, most recently, Disney Infinity (Avalanche Software 2013) and Project Spark (Team Dakota/SkyBox Labs 2014) open up action spaces for par- ticipatory practices to a wide circle of users. -
Homebrew and the Social Construction of Gaming Community, Creativity, and Legal Context of Amateur Game Boy Advance Development by Brett Bennett Camper
Homebrew and the Social Construction of Gaming Community, Creativity, and Legal Context of Amateur Game Boy Advance Development by Brett Bennett Camper B.A. Comparative History of Ideas University of Washington, 2002 SUBMITTED TO THE COMPARATIVE MEDIA STUDIES PROGRAM IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMPARATIVE MEDIA STUDIES AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2005 © 2005 Brett Bennett Camper. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part. Signature of Author: ......................................... Comparati 4 Media Studies Program May 10, 2005 C ertified by: .......................................................... ...... .................. Henry Jenkins Professor and Co-Director, Comparative Media Studies IA h / Thesis Supervisor A ccepted by: ..................... V .... ........................................... 4 ......................................... William Uricchio Professor and Co-Director, Comparative Media Studies SACHUSETTS INSTIWE MAFOF TEOHNOLOGY OCT 1;7 2007 ARCHVES LIBRARIES Homebrew and the Social Construction of Gaming Community, Creativity, and Legal Context of Amateur Game Boy Advance Development by Brett Bennett Camper Submitted to the Comparative Media Studies Program on May 10, 2005 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Comparative Media Studies ABSTRACT This thesis challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the self-identified "homebrew" Nintendo Game Boy Advance (GBA) development community is analyzed in-depth. This unique community is brought to the attention of scholars as an important intersection of game studies and amateur media studies, challenging the focus of game studies on commercial production. -
A10tank-Manual
PLEASE DO HOT MAKE ILLEGAL 1111 COPIES OF THIS SOFTWARE 1111 The software you are using was produced through the efforts of many people: designers, artists, programmers, distributors, retailers and other dedicated workers. The costs of developing this and other software programs are recovered through software sales. The unauthorized duplication of personal computer software raises the cost to all legitimate users. This software is protected by federal copyright law. Copying software for any reason other than to make a backup is a violation of law. Individuals who make unauthorized copies of software may be subject to civil and criminal penalties . S' 4 Dynam1x as a member of the Software Publishers Association (SPA), supports the industry's effort to fight the illegal copying of personal computer software. Report copyright vlolcitlons to: SPfl. 1101 Connedlcut Avenue. ltW, Salte 901 Wcishlngton. DC 20036 __.-"' .':!'fu!;i b 4 Oynam1x p R E s E N T s Conte.nts Table of Contents 3 Briefing I Debriefing 16 Credits 4-5 Mission Summary 17 Technical 6 Weapons Load 18 Trouble Shooting 7 The Simulation 19 Controls 8-9 Simulation Systems 24 Game Overview 10 A-10 Pilot's Manual 29 Menu Controls 12 A-10 Pilot Interview 41 Main Select Menu 13 Design Notes 43 Mission Select Menu 15 Copyright IC>1989 Dynamix, Inc. All rights reserved. The user of this product may not sell, transfer or otherwise d1stribute reproductions of the software, manual or related items to other parties in any way, nor may the purchaser rent or lease the product to others without first obtaining approval to do so from Dynamix. -
Moving Learning Games Forward
moving learning games forward Eric Klopfer, Scot Osterweil, and Katie Salen With contributions by Jason Haas, Jennifer Groff and Dan Roy an Education Arcade paper The Education Arcade Massachusetts Institute of Technology Eric Klopfer, Scot Osterweil, and Katie Salen With contributions by Jason Haas, Jennifer Groff and Dan Roy Made possible by a generous contribution from the William and Flora Hewlett Foundation. © copyright 2009 http://creativecommons.org/licenses/by/3.0/ The notion of using video games for learning causes some to cringe, others to leap for joy, and many to ask questions about this learning medium. These questions often come from people and organizations that are considering delving into the world of learning games but don’t know if this is advisable or don’t know where to start. The goal of this paper is to answer those questions about learning games and to help plot a path for people and organizations interested in developing or fostering the development of video games for learning. The paper starts by making a case for learning games grounded in principles of good fun and good learning. From there the paper explores the commercial games market, gleaning lessons from this rapidly growing and diversifying place. In order to address the concerns of those who see “edutainment” as a dead market, the pa- per analyzes the downfall of edutainment in the 1990s and establishes how the current movement differs. As there are many applications of games related (more or less) to learning games, the paper lays out the ecology of games with a purpose beyond play.