Computer Gaming World Issue 29
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Ssi-87-88Catalog
NEW GAMES NEW GAMES In the 21st century, Europe suffered the same bio-war that devas PANZER STRIKE!'" boasts the highest resolution of any of our World tated America, a holocaust that established the deadly scenario for War 11 titles. Each unit symbol represents either one tank/gun or a squad SSl 's exciting ROADWAR 2000 ".' of infantry; each square of the 60 x60 map, 50 yards. The action is so Now this sequel creates a post-doomsday Europe held hostage detailed, you 'll feel like you 're caught in the middle of the blitzkrieg of by maniacal terrorists who are threatening the German Army in all its major campaigns . to detonate five nuclear devices across the Three theaters are covered: The entire continent. Before the United Nations caves Eastern Front, the Western Front in 1940, in to their demands, it has agreed to a last and the North African campaign. This tactical desperate measure - send in the one man game includes practically every ground who can save Europe: You . weapon used in those theaters - from ROADWAR EUROPA starts off with tanks, tank destroyers and artillery to trucks, llU APPLE (Dec.) APPLE (low) you as the leader of a large road gang mortars and machine guns. C·H/128 (low) equipped with cars, trucks, and motorcycles C·H/128 (Jan.) AlllGA (low) Advanced . The ratings for armored vehicles go IBM (Nov.) of your own design. Transfer your crew from beyond even our usual high standards for ATARI ST (low) ROADWAR 2000 or create a new elite band. realism. For example, armor is segmented Introductory. -
Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Computer Gaming World Issue
I - Vol. 3 No. 4 Jul.-Aug. - 1983 FEATURES SUSPENDED 10 The Cryogenic Nightmare David P. Stone M.U.L.E. 12 One of Electronic Arts' New Releases Edward Curtis BATTLE FOR NORMANDY 14 Strategy and Tactics Jay Selover SCORPION'S TALE 16 Adventure Game Hints and Tips Scorpia COSMIC BALANCE CONTEST WINNER 17 Results of the Ship Design Contest KNIGHTS OF THE DESERT 18 Review Gleason & Curtis GALACTIC ADVENTURES 20 Review & Hints David Long COMPUTER GOLF! 29 Four Games Reviewed Stanley Greenlaw BOMB ALLEY 35 Review Richard Charles Karr THE COMMODORE KEY 42 A New Column Wilson & Curtis Departments Inside the Industry 4 Hobby and Industry News 5 Taking a Peek 6 Tele-Gaming 22 Real World Gaming 24 Atari Arena 28 Name of the Game 38 Silicon Cerebrum 39 The Learning Game 41 Micro-Reviews 43 Reader Input Device 51 Game Ratings 52 Game Playing Aids from Computer Gaming World COSMIC BALANCE SHIPYARD DISK Contains over 20 ships that competed in the CGW COSMIC BALANCE SHIP DESIGN CONTEST. Included are Avenger, the tournament winner; Blaze, Mongoose, and MKVP6, the judge's ships. These ships are ideal for the gamer who cannot find enough competition or wants to study the ship designs of other gamers around the country. SSI's The Cosmic Balance is required to use the shipyard disk. PLEASE SPECIFY APPLE OR ATARI VERSION WHEN ORDERING. $15.00 ROBOTWAR TOURNAMENT DISK CGW's Robotwar Diskette contains the source code for the entrants to the Second Annual CGW Robotwar Tournament (with the exception of NordenB) including the winner, DRAGON. -
Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Star Control II: Deep Space Questing His Is the Kind of Game That Rainbow Worlds, and Solving an Reminded Me of Staif/Ight: a Picture Gives Me Nightmares
Not sold in stores Star Control II: deep space questing his is the kind of game that Rainbow Worlds, and solving an reminded me of Staif/ight: a picture gives me nightmares. It's so intriguing m1x of puzzles that materi fills the top of the screen, and you T much fun, I couldn't quit alize as you roam deep space. Ancient converse by choosing lines from the playing long enough to write the galactic history as well as current window below. The difference is that review. "Let me just discover one events must be studied and inter the aliens' remarks, and often your more Rainbow World, and find preted for a clue to the "hidden plot" choice of questions and responses, enough exotic minerals to afford rumored to be found somewhere in are the funniest in role-playing another fusion thrust and fuel tank, hyperspace. history. Some aliens will join your and I can write a much better re As in Staif/igbt, struggle to defeat the view," I rationalized as I played until you guide your little Ur-Quan and may past midnight all last week. space ship through provide new ships But the deadline draws near, as it solar systems, that will accompany has for me in the game - you've got galaxies and hy and defend yours, or to defeat the Ur-Quan within a set perspace. But the assist in other ways. number of years, or they wipe out action is more Others are in league you and other civilizations and smoothly animated with the Ur-Quan. -
Ssi-85-86Catalog
$39.95 APPLE ~ ATARl ® &C-64 * $34.95 APPLE®&C-64* Available now Available now SSI: A CUT ABOVE IN THE WORKS SPECIAL CLOSE-OUT At SSI, our state-of-the-art D A tactical game on the Vietnam computer games are designed War (AP/ C64/ AD. BARGAINS with one purpose: To provide you D A tactical WWII naval game in with strategy simulations that are the Pacific (AP/C64). CLOSE-OUTS AT 50% OFF: sophisticated, thought-provoking, o A sequel to PHANTASIEN (AP/C64). CYTRON MASTERS exciting, and playable. AP/AT disk: $19.98 In short, just plain fun. o A tactically oriented fantasy role-playing adventure game GALACTIC GLADIATORS Our games cover a broad AP & IBM disks: $19 .98 each NEW range of subject matter and are (AP/C64). THE SHATIERED ALLIANCE designed for all of the most popu An Apple® conversion is AP disk: $29.98 WAR GAMES lar home computers: Apple ~ planned for FIELD OF FIRE"'. AT disk: $19.98 Commodore 64 "; Atari ~ and PHANTASIEN is being convert NAPOLEON'S CAMPAIGNS IBM®PC (and PCjr®). This means at ed to the Atari ®ST, the Macintosh~ AP disk: $29.98 least one of them will be right for and the Commodore Amiga"'. you. But as varied as our programs V. PRICE ZIPLOCK-BAGGED GAMES may be, they all share common While supplies last, we are featureswhich meet our demand GET MORE selling the following games in ing standards of excellence. ziplock bags at half price: To approximate the "you-are OUT OF YOUR there" feeling so vital in game play Apple disk ing, all our simulations are created COMPUTER D COMPUTER CONFLICT: $19.98 o BATILEOFSHILOH: $19.98 with loving attention to accuracy, GAMES! o OPERATION APOCALYPSE: $29.98 realism and meticulous detail. -
Second Life Seminararbeit.Pdf
Referat und schriftliche Arbeit von: Monika Ploner (0515521) Christine Würtl (0316732) Forschungsseminar: Neuere Psychologische Fachliteratur Ao. Univ.-Prof. Dr. Karl Leidlmair WS 2008/2009 LFU Innsbruck Second Life Forschungsseminar: Psychologische Fachliteratur WS 2008/2009 Inhaltsverzeichnis 1. Geschichtliche Hintergründe zu Online-Spielen...................................................... 3 1.1 Multi-User-Dungeons (MUDs) ........................................................................ 4 1.2 Vergleich MMORPGs vs. Soziale virtuelle Welten........................................ 5 2. Second Life......................................................................................................................... 6 2.1 Definition ......................................................................................................... 6 2.2 Statistische Zahlen ......................................................................................... 9 2.3 Technische Hintergründe............................................................................. 11 2.4 Währung im Second Life .............................................................................. 14 2.5 Kosten............................................................................................................ 15 2.6 Registrierung im Second Life ...................................................................... 17 2.7 Wirtschaft in und um Second Life ............................................................... 20 3. Kritik zu Second Life..................................................................................................... -
Computer Gaming World Issue
r Vol. 3 No. 6 December 1983 FEATURES ROBOTWAR: 12 Third Annual Tournament ULTIMA III 18 Review & Tips Scorpia OPERATION WHIRLWIND 25 Review Mark Bausman REACH FOR THE STARS 27 Review Ed Curtis LEGACY OF LLYLGAMYN 28 An Intro Robert Reams BROADSIDES 30 Review David Long NORTH ATLANTIC ' 86 34 Review & Strategies Jay Selover Departments Inside the Industry 6 Taking a Peek 8 Letters 14 Dispatches 16 Scorpion's Tale 17 Name of the Game 20 Tele-Gaming 32 Atari Arena 37 The Commodore Key 38 Micro Reviews (Flying Tigers, Space Station Zulu, The Enchanter, Fortress, Secret Agent) 42 Game Ratings 52 Reader Input Device 54 garners represent almost all the money they make when INSIDE THE INDUSTRY they offer a new title. We're not saying these things just to make you feel im- portant. These are facts that market-wise software publishers consider when they decide to release a new game or expand their line. by Dana Lombardy And what are you telling the industry? Your answers to our survey confirm trends reported by stores and distributors over the past months: computer game sales are still good, but overall game sales have slowed, and the average customer is being more careful with his money. Results of the Readers Survey from the July/August 73 percent of you are spending less on software now 1983 issue of CGW. that you have in the past. For whatever reasons-whether Percent it's too many titles to choose from, or too many bad of games- you're cutting back on the number of items you Question Readers buy and the amount you spend. -
Questbusters
TM QUfST1'USTfRS The Adventurer's Newsletter Vol. Ill,# 5 May, 1986 WIZARD'S CROWN: Fantasy at War There's only one reason to buy this game: icon depicts the party. In most shops and or (M)ake camp. In camp, priests can pray to conduct war game-style battles with markets you just get a menu or text for healing, rangers can use first aid, money spellcasters and sword-swingers instead of description, no fresh graphics. And the may be pooled or transfered, the game saved, tanks, half-tracks and infantry units. The graphics you do get look pretty lo-res from and other housekeeping chores attended to. graphics are dim, the animation is crude and this side of the screen. Outside the city Simple menus facilitate all actions. the sound effects are straight out of a box of gates you'll discover ruins and grasslands. There are three bizarre war game elements Kellog's Rice Crispies. Dungeons and the lengthy combat scenes are that seem out of place in a fantasy, even one However, Wizard's Crown does offer shown with an overhead view of the roorr.'s with tactical aspects: ratings for morale and unprecedented freedom in developing your layout and a horizontal view of characters, visibility -- and the fact that one of your characters by "spending" experience points to monsters and scenic elements such as trees or gang must be a point man who walks ahead improve the traits you want to concentrate tables. of the group to scout for ambushes. A point on, and some role-players may be intrigued SSI has grafted the command interface man? After seeing this, I grew concerned with this facet of the system. -
AMIG·A Titles Sugg
ELECTRONIC ARTS DISTRIBUTION AMIG·A titles Sugg. Ship Sugg. Ship PrQduct Part# Retail Mo. Product Part# Retail Mo. AMIGA A MTfiA (~Qnt.) EI!.a:1r2n is; Ar1s ® First Rvte ® Bard's Tale 1202 $49.95 OW First Letters and Words 1539 $39.95 ow B:1rd's Tale Il: Dest!ny Knight 1313 $59.95 ow First Shapes 1536 $39.95 Now Deluxe Music Construction Kid Talk 1531 $39.95 OW Set Version 2.0 1197 $99.95 ow i\lad Libs 1547 $19.95 Now DeluxePaint II 1231 $129.95 ow Math Talk 1528 $3~.q5 ow DeluxePhotoLab 1784 $149.95 Now Math Talk Fractions 1544 $39.95 Now DeluxeProductions 1626 $199.95 Now SmoothTalker 1520 $39.95 'ow Deluxe Video version 1.2 1275 $129.95 Now Speller Uee 1523 $39.95 Now F/A-18 Interceptor 1324 $49.95 Now Ferrari Formula One 1321 $49.95 Now Interstel TM Instant Music 1137 $49.95 Now Empire 1615 $49.95 Now lnteilitype 1301 $49.95 Now Quizam! 1264 $34.95 ow Marble Madness 1175 $49.95 ow Reel Fish'n (formerly Gone Fish'n) 1879 $44.95 Dec Return to Atlantis 1273 $49.95 OW Startlcct I 1221 $54.95 OW Skyfox II 1400 $39.95 Now Weaver Baseball 1254 $49.95 'ow Sierca-0 11 - l .inf ™ World Tour Golf 1628 $39.95 Now lllack Cauldron 1260 $39.95 Now Zany Golf* 1791 $39.95 Jan King's Quest I 1257 $49.95 Now King's Quest II 1258 $49.95 Now Data Disks King's Quest Ill 1259 $49.95 Now Art Parts #1 (Deluxe Art) 1170 $29.95 Now Leisure Su it Larry 1578 $39.95 OW Art Parts #2 (Deluxe Art) 1246 $29.95 Now 4-. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections.