Retro Reviews for Consoles & Computers Including: Sega

Total Page:16

File Type:pdf, Size:1020Kb

Retro Reviews for Consoles & Computers Including: Sega Cover art by Luis M Retro reviews for Consoles & Computers Including: Sega, Nintendo, Playstation, Commodore 64, Spectrum & more! © The Retro Games News Page 1 Monthly Reviews & Retro News Welcome to Issue 3 legends. First we have industry various systems, and the God Jeff Minter. Thanks again concluding article featuring the of TRGN to Jeff for agreeing to the SNES. interview. Hi Gang – we're back again for Editor - Phil Wheatley more Retro gaming news, Secondly we have the grand (theretrogamesnews ) reviews and interviews. We daddy of retro gaming youtube Reviewer – Pete Jones now have over 200 readers so videos, Mr Steve Benway. If ( ) thanks for your support. Also, Snestastic you're not one of his Reviewer – Michael Smith a huge thank you to all of you subscribers, then you need to ( ) who made a donation. head over there and subscribe Davidhass3lh0ff as his videos are awesome. Reviewer – Owen McCarthy This month has taken longer (LeBossu77 ) than expected, but I think you And of course, we have will agree it was worth the wait, reviews from more of our as we have interviews with two favourite retro games across Front cover art by Luis Martins: http://luismartinsartwork.daportfolio.com To view other available issue, please visit: http://www.theretrogamesnews.com/back-issues Contents Welcome.................................................................................... Page 2 Shining Force ( Mega Drive/Genesis )............................................ Page 3 Jeff Minter Interview ................................................................. Page 5 Ninja Turtles IV: Turtles In Time .............................................. Page 8 Steve Benway Interview ......................................................... Page 10 Super Back to the Future ....................................................... Page 13 Hover Bovver (C64)................................................................. Page 16 Rapid Reload (PS1)................................................................. Page 17 Run Saber (SNES)................................................................... Page 20 Mighty Morphine Power Rangers the Movie ......................... Page 22 © The Retro Games News Page 2 Shining Force ( Mega turn-based and tactical variety. Drive/Genesis ) A pre-title sequence Reviewed by Owen depicts a lore of McCarthy rampaging hordes and demonic beasts repelled Shining Force on the Mega by warriors of the light (de Drive played a major role in ja vu RPG fans?), and as shaping my tastes as a player the game begins in of video games, I first earnest you are given the encountered it in an article in role of the silent the pages of a rogue American protagonist hero games magazine that had (anybody?), Max by somehow forced its way onto default. the shelves in W.H.Smiths. At the time the game had yet to As Max you are tasked be released in the UK but with assembling a small there was something about the but skilled group of boldly drawn and colourful warriors to investigate Anime character models and Runefaust (Evil Empire) fantasy setting that captured activity at the ‘Gate of the my imagination. Ancients’, a gate that was closed by said ‘Ancients’ attack, magic, stay and search and that has been sealed for as well as the ability to use as long as anybody cares to I had been playing Mega Drive and transfer items. remember, and a gate that games for some time but this Vanquished fighters can also nobody really fancies opening was my first real contact with be resurrected for a fee in any for fear of what might be that rare and exotic beast, the church that you find along the behind it. Here is where you RPG. way. I find it hard to criticise encounter combat for the first the game because of it’s time and it is undeniably basic Developed by Climax standing as one of the by today’s standards. Entertainment and released by forefathers of the genre, where Sega to European audiences some people may see it as Set on a standard grid, battles in July of 1993, almost a year lacking in content, I’d prefer to offer you all of the options that after the rest of the world (!), say that it was uncomplicated you’d expect to find; move, Shining Force is an RPG of the by the need to innovate. You won’t find any combo attacks or arcane statistic multipliers as the game leans heavily on its naïve charm; characters are defined by only eight statistics to determine their performance in battle although these can be enhanced through the use of items, and as you’d expect, movement in battle is encumbered by difficult terrain. Computer AI is rudimentary to say the least but it passes muster and is never a game breaker, the difficulty of the game can be dependent on how much level grinding you’re inclined to do but you’re never likely to be tested to distraction. © The Retro Games News Page 3 Characters are recruited to the types giving them cause by exploration and a cool Clint interaction with NPCs although Eastwood ‘Man the exploration element is with no name’ slightly misleading given that persona, leaving many new recruits will join you them free to automatically as the narrative dispatch bad guys progresses. at will without the added There are some that it’s complication of possible to miss such as emotion. Vankar (!) the Centaur who you could easily walk right by, Each character or Yogurt the Fighter has their own Pilot/Hamster/Beaver/Squirrel back story and thing who requires that you this is often woven into the each mid-battle action; any find a secret door so that you basic but effective ‘Good guys attack, spell cast or use of an can talk to him, although in against Bad guys looking to item is portrayed via a reality the game signposts bring about a demon sequence featuring the initiator them to such an extent that apocalypse’ plot. By today’s in the foreground and either missing them is not really an standards the game is the enemy in the background option. undeniably linear but it or an ally off to one side, complements the pared down, depending on the action. With up to twelve characters in or as some might say These sequences are a battle party the game offers uncomplicated, narrative beautifully realised with a nicely balanced range of nicely. The game isn’t difficult confidently drawn figures that people to recruit such as the either but it would be doing it a are both colourful and uber-cool but initially insane disservice to brand it as ‘entry attractively animated. War Wolf Zylo or Balbaroy the level’, it deserves higher praise noble Birdman, although than that epithet allows, level Aurally the game is similarly generally characters will fall grinding isn’t necessary but successful; menu navigation is into one of four broad types; you’ll often be tempted to punctuated by the standard Fighter, Mage, Healer or utilise the main characters bleeps although these will Archer. ‘Egress’ spell in order to fight eventually worm their way into the battles over again. your subconscious and have Those not chosen for battle you salivating like a scientists are housed in conveniently The menu interface can take dog should you hear them in located ‘club houses’ that some adjusting to, every action the future. In-game music sets occur regularly along your is accessed from a menu the bar higher with an route, here you can change rather than happening excellent selection of tunes personnel and rearrange items automatically at the touch of that are often tender or with the help of your guide an action/talk button, this will rousing, sometimes inspiring Nova who appears to conduct initially make basic actions but never less than business from behind some more drawn-out than they exceptionally catchy. sort of reception desk. The need to be but only really in majority of your recruits are the short term as you get used One caveat would be that able to be promoted once they to the system. dialogue is always reach level ten giving them Visually the game has a accompanied by a whirr or a access to greater weapons distinct charm, exploration and bleep to represent speech, this and skills as well as a nicely battle map graphics are is the 16bit era after all, and upgraded in-game character functional but boldly drawn and while this is perfectly functional model. colourful, character interaction it can become grating is accompanied by a dialogue especially at higher registers. Later recruitable characters box and an attractively realised have less personality although and animated character In the end this games lives by this demonstrates that the portrait that betrays the games its naïve charm, it undeniably designers are aware of the role Anime-style roots. set the bench mark for what that they will play, Musashi the was to come and for that it Samurai and Hanzou the Ninja The game excels visually with deserves respect, it’s neither are both the silent-but-deadly the animations that punctuate long nor challenging but it has more humour and charisma in © The Retro Games News Page 4 its impressively aging bones writing games on the than any mod or patch can 8 bit machines? give to one hundred identikit games on today’s market. JEFF: Really it was just the finite 90% - for the sake of nostalgia resources of those or machines - only so 65% - when judged by today’s many sounds, only so exacting standards many sprites, only so much time to move Interview with Jeff things around. There was a lot of emphasis Minter on using clever techniques to get This month we had the around such pleasure of interviewing Jeff limitations, improving Minter, who has written some efficiency of code and of the most memorable and exploiting hardware enjoyable games ever. Such peculiarities to wring as Attack of the Mutant out the best Camels, Hover Bovver, performance you Tempest 2000 and Space could.
Recommended publications
  • [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.
    [Show full text]
  • Video Game Trader Magazine & Price Guide
    Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates!
    [Show full text]
  • Aalborg Universitet Quake Delirium: Remixing Psychedelic Video
    Aalborg Universitet Quake Delirium: Remixing Psychedelic Video Games Weinel, Jonathan Published in: Sonic Ideas/Ideas Sonicas Publication date: 2011 Document Version Publisher's PDF, also known as Version of record Link to publication from Aalborg University Citation for published version (APA): Weinel, J. (2011). Quake Delirium: Remixing Psychedelic Video Games. Sonic Ideas/Ideas Sonicas, 3(2). General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. ? Users may download and print one copy of any publication from the public portal for the purpose of private study or research. ? You may not further distribute the material or use it for any profit-making activity or commercial gain ? You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us at [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Downloaded from vbn.aau.dk on: September 30, 2021 Introduction Quake Delirium1 is a specially designed software patch MSP/Jitter8 and Pure Data9 to exchange video game infor- which enhances the video game Quake2 in order to create mation data and signals. a uniquely modified version, with graphics, audio and game parameters altered towards a more individual aesthetic for each user. The project is part of my wider research regard- ASCs in Video Games ing compositional techniques to elicit altered states of con- sciousness (ASCs).
    [Show full text]
  • Retro Gamer Speed Pretty Quickly, Shifting to a Contents Will Remain the Same
    Untitled-1 1 1/9/06 12:55:47 RETRO12 Intro/Hello:RETRO12 Intro/Hello 14/9/06 15:56 Page 3 hel <EDITORIAL> >10 PRINT "hello" Editor = >20 GOTO 10 Martyn Carroll >RUN ([email protected]) Staff Writer = Shaun Bebbington ([email protected]) Art Editor = Mat Mabe Additonal Design = Mr Beast + Wendy Morgan Sub Editors = Rachel White + Katie Hallam Contributors = Alicia Ashby + Aaron Birch Richard Burton + Keith Campbell David Crookes + Jonti Davies Paul Drury + Andrew Fisher Andy Krouwel + Peter Latimer Craig Vaughan + Gareth Warde Thomas Wilde <PUBLISHING & ADVERTISING> Operations Manager = Debbie Whitham Group Sales & Marketing Manager = Tony Allen hello Advertising Sales = elcome Retro Gamer speed pretty quickly, shifting to a contents will remain the same. Linda Henry readers old and new to monthly frequency, and we’ve We’ve taken onboard an enormous Accounts Manager = issue 12. By all even been able to publish a ‘best amount of reader feedback, so the Karen Battrick W Circulation Manager = accounts, we should be of’ in the shape of our Retro changes are a direct response to Steve Hobbs celebrating the magazine’s first Gamer Anthology. My feet have what you’ve told us. And of Marketing Manager = birthday, but seeing as the yet to touch the ground. course, we want to hear your Iain "Chopper" Anderson Editorial Director = frequency of the first two or three Remember when magazines thoughts on the changes, so we Wayne Williams issues was a little erratic, it’s a used to be published in 12-issue can continually make the Publisher = little over a year old now.
    [Show full text]
  • Big-K-Magazine Issue 04
    - DONT JUST SIT THERE PLAY SOMETHING! **oia AZTEC CHALLENGE A challenge on on epic scale! Aztec Challenge lakes you on o pumey lo Mexico and fhe ancient pyramid of Tenochritlon. The oncieni A/tee god* and iheir devotees have ensured Ihol no ordinary human can learn the secrets of the temple ondlive lo tell the tale. The pyramid is protected by all rr of treocherous traps and hidden perils - an epic test ol your courage innir>g, Artec Chollenge features no less than seven totally different s - here are just three of them - each of which presents a brand new chollenge. We hope your joystick con itofKi up to ill j,„^lvhecon'e"P°?°^; ON CASSETTE £8.95 ON DISK £12.95 commodore ^ —•Audioqemc P.O. BOX SB, READING, BERKS. SEND FOR FBEE COLOUR O^TAiOGUEI 3yVjlapse |.*^Js[DERxiNATCH "" are»t computers crafted by electronic lei surf spBcial.sts When BIG K car^ pin down whii-h courc ffordauchspler.- WHO'S DA MUG, MUGSY7 a ThinflS had beer''p'ie!rv q "a hou d^e^oo^d^a sup" b mo IhBIDay.iusuhaiisuBlcopo So r A alBIGK had problems. 1 rushed overlolhei-QftJce They «ve a riflhl. EV^^^^B* IK^ sThev 1 rigiil. gels away wilh r look (hen- 9 ,„= .,.», ^K„..=i,. „,„^e there There ara eight m.i;,or, iaies was no rod, nn vrolrn, just doi- o( Sohware Intjmidaiion - ihis Obsessive Miner- III? fto. just one at the EVIL D£AO, celeOraling eris of copies ol 3 uame called has tisen ana of them ° """ ° ^'**'^"'^'' « same "a/na on Mugsy.
    [Show full text]
  • 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.
    [Show full text]
  • COMPLETE MAME ARCADE GAMES LIST (32,265 Files Featuring Various Release Versions) Over 4,500 Individual Arcade Games Search This PDF File by Pressing CTRL + F
    COMPLETE MAME ARCADE GAMES LIST (32,265 files featuring various release versions) Over 4,500 individual Arcade Games Search this PDF file by pressing CTRL + F '88 Games '99: The Last War (Kyugo) '99: The Last War (set 1) '99: The Last War (set 2) 'L' Of A Day (Project) (Cash set) (PROCONN) 'L' Of A Day (Project) (Token set) (PROCONN) 1 on 1 Government (Japan) 10 X 10 (Barcrest) (MPU4) (set 1) 10 X 10 (Barcrest) (MPU4) (set 10) 10 X 10 (Barcrest) (MPU4) (set 11) 10 X 10 (Barcrest) (MPU4) (set 12) 10 X 10 (Barcrest) (MPU4) (set 13) 10 X 10 (Barcrest) (MPU4) (set 14) 10 X 10 (Barcrest) (MPU4) (set 15) 10 X 10 (Barcrest) (MPU4) (set 16) 10 X 10 (Barcrest) (MPU4) (set 17) 10 X 10 (Barcrest) (MPU4) (set 18) 10 X 10 (Barcrest) (MPU4) (set 19) 10 X 10 (Barcrest) (MPU4) (set 2) 10 X 10 (Barcrest) (MPU4) (set 20) 10 X 10 (Barcrest) (MPU4) (set 21) 10 X 10 (Barcrest) (MPU4) (set 22) 10 X 10 (Barcrest) (MPU4) (set 23) 10 X 10 (Barcrest) (MPU4) (set 24) 10 X 10 (Barcrest) (MPU4) (set 25) 10 X 10 (Barcrest) (MPU4) (set 26) 10 X 10 (Barcrest) (MPU4) (set 27) 10 X 10 (Barcrest) (MPU4) (set 28) 10 X 10 (Barcrest) (MPU4) (set 29) 10 X 10 (Barcrest) (MPU4) (set 3) 10 X 10 (Barcrest) (MPU4) (set 30) 10 X 10 (Barcrest) (MPU4) (set 31) 10 X 10 (Barcrest) (MPU4) (set 32) 10 X 10 (Barcrest) (MPU4) (set 33) 10 X 10 (Barcrest) (MPU4) (set 34) 10 X 10 (Barcrest) (MPU4) (set 35) 10 X 10 (Barcrest) (MPU4) (set 36) 10 X 10 (Barcrest) (MPU4) (set 37) 10 X 10 (Barcrest) (MPU4) (set 38) 10 X 10 (Barcrest) (MPU4) (set 39) 10 X 10 (Barcrest) (MPU4) (set 4) 10 X 10 (Barcrest)
    [Show full text]
  • IP Law in Iran: Copyright and Trademark Protection
    Table of Content Arseny Seidov/Russia Legal Update Tobias Schelinksi/Overview on German law Marc Mayer/ How to Beat the Cheats Vanessa Pareja Lerner/Brazil Legal Update Rudoni Alexandre, Dufaure Andrea/IP Knowlage Arata Nomoto/Japan Legal Update Vladislav Arkhipov/Russia Legal Update Nima Abdollahzade/Iran Legal Update Oleksiy Stolyarenko/Ukraine Legal Update Sean Kane/US Legal Update Gregory Boyd/Code Ownership is a Trap Greg Pilarowski/China Legal Update Russia Legal Update Arseny Seidov is a partner in the Tax law practice group of Baker McKenzie’s Moscow office. He has been instrumental Arseny Seidov in developing optimal tax platforms and structures for various industries, and is consistently recommended by Chambers Global, Chambers Europe and International Tax Review. Mr. Seidov co-chairs the tax subgroup of the US-Russia Bilateral Presidential Commission’s Innovation Working Group, leading the work on drafting laws to remove obstacles and create incentives for businesses that promote R&D and innovation in Russia. For many years he has been a frequent Contacts speaker at key tax conferences and seminars organized by the American Chamber of Commerce and the Association of Baker & McKenzie European Businesses. He has authored over 35 professional Moscow, publications and, since 2007, has been a visiting professor Russian Federation of tax law at the Moscow State Institute of International Tel: +7 495 7872700 Relations (MGIMO University). Direct: +7 495 7872737 Fax: +7 495 7872701 Cell: +7 903 1402435 arseny.seidov @bakermckenzie.com Personal data laws - changing interpretations and enforcement As of September 1, 2015 the personal data of Russian citizens must be initially recorded, stored and updated on databases located in the Russian territory.
    [Show full text]
  • Première Console Pour Particuliers Sortie En 1972 Aux USA
    1 MAGNAVOX Odyssey USA/allemande (1972-1974) Première console pour particuliers sortie en 1972 aux USA. Proposée ici en boite avec ses layers, jetons et les cartouches de jeu 1-2-3-5 et 7- en bel état. Modèle rare n°10996937 avec switch HIRSCHMANN UHF/VHF et switchbox allemande. Double notice allemande. Belle pièce. 250 300 2 SEARS TELE-GAMES "PONG" Premier Pong en boite pré-Atari model 637-25796 serial n°B40587 Dans un très bel état, ce rare modèle de PONG est un des tout premiers existant, avec le bouton d'allumage ATARI. Avec Switch box, manuel et cale. 200 400 3 MAGNAVOX Odyssey 500 USA en boite complète avec notice, très bon état. Serial n°61000007 70 80 4 MAGNAVOX Odyssey 2001 USA En boite 30 50 5 MAGNAVOX Odyssey 3000 USA Complète en boite (bel état) avec notice, cales et garantie. 70 80 6 VIDEOMASTER Colourscore Fabriqué en Angleterre et livré dans une boite française (peu commune). 3 jeux inclus pour 1 ou 2 joueurs, avec prise secteur française. Serial n°063301 40 60 7 OC4 : Société Occitane d'électronique made in France, 4 jeux pour deux joueurs. En boite française. Fonctionne à pile (LR9) 30 50 8 IEA Technology "TELE-TAINMENT" (1977) en boite USA avec garantie et cables. Fabriquée dans l'Ontario. 30 50 9 PONG SEB TELESCORE 752 En boite (mauvais état, a pris l'eau) Avec notice, carte de garantie et câblage. 10 20 10 ATARI ULTRA-PONG DOUBLE (1977) En boite (bon état) avec secteur et 4 controllers. n°SN87773E 100 150 11 PONG MARKINT T1 "Tank Héroïque" En boite.
    [Show full text]
  • Introduction Ascs in Video Games Games Which
    Introduction Quake Delirium1 is a specially designed software patch MSP/Jitter8 and Pure Data9 to exchange video game infor- which enhances the video game Quake2 in order to create mation data and signals. a uniquely modified version, with graphics, audio and game parameters altered towards a more individual aesthetic for each user. The project is part of my wider research regard- ASCs in Video Games ing compositional techniques to elicit altered states of con- sciousness (ASCs). For the purposes of this article, ‘altered There are existing examples of video games which convey states of consciousness’ refers contextually to enhancing altered states of consciousness, which form a background audio and graphical parameters of a video game in such for this study. These can be divided into two categories: a way as to reflect perceptual features of dreamlike, intoxi- cated or hallucinogenic experiences. The goal is to add a 1. Games which feature literally portrayed dreams, in- new level of interaction to existing video games and virtual toxication or hallucinogenic experiences. worlds, by facilitating digital hallucinations and simulated 2. Games which feature graphical or thematic con- temporal shifts of consciousness. tent which audiences may consider to reflect states of dream, intoxication or hallucination, but without any di- The conceived ideal realisation of this project was to rect or literal reference to these states. construct a ‘Universal Game Remix Device’ that would be suitable for use with many different video games, as a way
    [Show full text]
  • Play Tempest Arcade Game Free
    Play tempest arcade game free Tempest - Play an official version of the original game right in your browser, free at My IGN. Survive as long as possible and score as many points as possible while clearing the screens of enemies. Tempest takes place in a closed-tube. Free testing tools. Rethink What the web can be. Welcome Atari Arcade. GamePad Integration In supported browsers. Sign Up PLAY WITH YOUR FRIENDS. Play my favorite classic arcade games from the 's. Arcade, Atari, NES, Nintendo, Colecovision and Intellivision games online for free play. Play Nintendo. Play the classic game Tempest in a fast and fun flash edition; No plug-ins or Java required. Tempest Online classic game that first appeared in the Arcade and Atari home system back in Really fun shooter that is still unique today. Relive the good old days with six classic arcade games in Atari Classic Arcade. Download the free of the blocks. Or have a blast playing Asteroids or Tempest. Tempest is a arcade game by Atari Inc., designed and programmed by Dave Theurer. (video game). From Wikipedia, the free encyclopedia The game is over when the enemies destroy all of the player's ships. The game consists of Release​: ​October ; Spectrum, BBC;. WBT: "Wanna-Be Tempest". A simple, free, clone of the classic 80's coin-op game. Shoot X's, pods, and spinners, and fly through space, level to level. You also. Tempest is an arcade machine by Atari launched This colour vector graphics game is becoming more. Over 9 MILLION downloads in the App Store! Download this App to receive Missile Command for FREE, and collect up to classic Atari.
    [Show full text]
  • Ne Castles Ith Familiar Brics Balancing Copyrights
    337 NE! CASTLES !ITH FAMILIAR BRIC"S ! BALANCING COPYRIGHTS# SPIRITUAL SUCCESSOR VIDEO GAMES# AND COMPETITION BY NATHANIEL NG $ This paper reviews intellectual property and non- competition implications that arise from the recent trend within the video game industry of veteran game developers leaving their longtime publishers and creating new IP. This paper provides examples of this trend with the departures of game developers from well-known video game franchises like Mega Man, Castlevania, and Banjo-Kazooie, who go on to make so-!"##$% &'()*)+,"# ',!!$''-* .)%$- /"0$'1 +2"+ are not explicitly sequels buthavesomenotable similarities to their prior work. These departures are reminiscent of the departures of four high profile programmers from Atari in the 34567' +- 8-*0 9!+).)')-:; In the Atari-Activision situation, Atari used intellectual property-based causes of action to hinder these departed programmers from competing in the software market. This paper examines the possibilities and implications if such tactics would be used against game developers today by performing copyright analyses on '$.$*"# -8 +2$'$ &'()*)+,"# ',!!$''-* .)%$- /"0$'1 ): comparison to their respective predecessors. By allowing other video game companies to produce work that has some similarities allowable within copyright law but hinder a former employee from also doing so by merely threatening legal action resembles the specter of a non-compete agreement, but without its traditional limitations. The paper then goes on to discuss why abusing intellectual property law to effectively enforce a covenant not to compete when Volume 58 ! Number 3 338 IDEA ! The Journal of the Franklin Pierce Center for Intellectual Property one did not exist or would not be valid would weaken intellectual property rights and lead to market failures.
    [Show full text]