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Week 2: Game Theory // History & Origins // Industry Stats
NMED 3300(A) // Theory and Aesthetics of Digital Games Friday Genre Discussions / Play Sessions Schedule, Spring 2016 Mondays and Wednesdays will consist of lectures. Fridays will be broken into two sessions. The first will take place in W866 where we will discuss particular genres and look at select examples. The second session will take place in W560 and will consist of hands-on gameplay (1 hour) of the games covered earlier in class. Some Rules for W560 Usage: 1. Please be considerate of others in the lab and those working in adjacent offices/classrooms by keeping noise to a minimum, 2. Please note that food and drink are not allowed in W560, except water if it is contained in a non-spillable container (with a screw-top or sealable cap) 3. Only students with official access are allowed in these labs (you cannot bring friends into the lab, sorry), 4. Please be gentle with equipment, consoles, and peripherals as a lot of the equipment is David’s personal property and much of the equipment is old and getting more difficult (if not impossible) to replace. 5. Finally, do not leave discs in consoles and make sure consoles and televisions are turned off when you are finished and that the area where you were working is clean and tidy. Notes on Gameplay Sessions in W560: Please keep the volume of the monitors and verbalizations to a minimum. Have a look at each of the games listed for that week’s gameplay sessions by consulting reviews/criticism, gameplay video, screenshots. As many games are released on multiple platforms and are often emulated, make sure you are viewing information for the correct version (platform, year). -
Game Developer
>> POSTMORTEM TWISTED PIXEL'S THE MAW DECEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> INTERVIEW >> AURAL FIXATION >> GAMESCAPE YUJI NAKA TAPS COMPRESSING SOUND A HISTORY OF BOSTON HIS CREATIVITY FOR THE IPHONE GAME DEVELOPMENT 0812gd_cover_vIjf.indd 1 11/20/08 10:43:45 AM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS DECEMBER 2008 VOLUME 15, NUMBER 11 FEATURES 7 WHAT WENT WRONG? Over the years, postmortems start to echo each other. The same problems are encountered, and fixed, or dealt with. Here, we've compiled the 10 most common difficulties of the last three years for your reading (and cringing) pleasure. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Six-Month Period Ended September 2015 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Semi-Annual Consolidated Statements of Income Transition million yen FY3/2012 FY3/2013 FY3/2014 FY3/2015 FY3/2016 Apr.-Sept.'11 Apr.-Sept.'12 Apr.-Sept.'13 Apr.-Sept.'14 Apr.-Sept.'15 Net sales 215,738 200,994 196,582 171,399 204,182 Cost of sales 183,721 156,648 134,539 90,306 110,495 Gross profit 32,016 44,346 62,042 81,092 93,687 (Gross profit ratio) (14.8%) (22.1%) (31.6%) (47.3%) (45.9%) Selling, general, and administrative expenses 89,363 73,506 85,321 81,308 84,709 Operating income -57,346 -29,159 -23,278 -215 8,977 (Operating income ratio) (-26.6%) (-14.5%) (-11.8%) (-0.1%) (4.4%) Non-operating income 4,840 5,392 24,708 22,509 7,536 (of which foreign exchange gains) ( - ) ( - ) (18,360) (15,587) (719) Non-operating expenses 55,366 23,481 180 97 77 (of which foreign exchange losses) (52,433) (23,273) ( - ) ( - ) ( - ) Ordinary income -107,872 -47,248 1,248 22,196 16,436 (Ordinary income ratio) (-50.0%) (-23.5%) (0.6%) (13.0%) (8.1%) Extraordinary income 50 - 1,421 3,466 6 Extraordinary losses 62 23 18 2,174 23 Income before income taxes and minority interests -107,884 -47,271 2,651 23,488 16,419 Income taxes -37,593 -19,330 2,065 9,190 4,966 Profit -70,290 -27,941 586 14,297 11,452 Profit attributable to non-controlling interests -17 55 -13 -3 -13 Profit attributable to owners of parent -70,273 -27,996 600 14,300 11,466 (Profit attributable to (-32.6%) (-13.9%) (0.3%) (8.3%) (5.6%) owners of parent ratio) - 1 - Nintendo Co., Ltd. -
The History of Sonic the Hedgehog Free
FREE THE HISTORY OF SONIC THE HEDGEHOG PDF William Audureau,Marc Petronille,Sega | 300 pages | 21 Jan 2014 | Udon Entertainment Corp | 9781926778969 | English | Richmond Hill, United States Sonic the Hedgehog (TV series) - Wikipedia Mario, a veritable cockroach in all the right ways, was the lone survivor of this merciless culling. Speaking of Sonic games, BOY have there been a lot of them. With over 70 Sonic titles making their way into the wild, the spikey-haired speedster has starred in everything from spin-offs, to ports, fan-made ROMs, collaborative games, classic compilations and even obscure arcade-made titles. Right now, Sonic seems to have gotten his breath back for another mini burst of success, with the hope of being able to run the distance this time — not just the speed. The first Sonic game launched inand it was a success right off the blocks. A few different animal designs were drawn up, but as The History of Sonic the Hedgehog game engine was tweaked, the focus shifted towards animals who were fast. Kangaroos and The History of Sonic the Hedgehog were rejected, with the first big idea a rabbit who could grab items with its ears. Taking on the House Of Mouse The History of Sonic the Hedgehog a lofty ambition, but Sonic got as far as anybody could reasonably expect. The inspirations for Sonic go even further though. The reason? In complete and utter seriousness, the reason was Santa Claus. Ohshima thought The History of Sonic the Hedgehog was the most famous character in the world, so to him, jolly old Saint Nick was the natural choice. -
Game Developers Anywhere
2010 FRONT LINE AWARD WINNERS ANNOUNCED THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO1 JANUARY 2011 INSIDE: GDC PREVIEW GUIDE PREVIEW GDC INSIDE: 2011 JANUARY NO1 VOL18 MAGAZINE INDUSTRY GAME LEADING THE THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO1 JANUARY 2011 INSIDE: GDC PREVIEW GUIDE CONTENTS.0111 VOLUME 18 NUMBER 1 POSTMORTEM DEPARTMENTS 22 HARMONIX' DANCE CENTRAL 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Developing a launch title for a new piece of hardware is never easy, Developers Versus the Press but simultaneously working with a new user input paradigm makes the task exponentially more difficult. Harmonix rose to the occasion, 4 HEADS UP DISPLAY [NEWS] creating new UI and a new way to play. By Kasson Crooker, Marc ULTIMATE NEWCOMER, IGF China winners, and Propeller Awards. Flury, Matt Boch, Dean Tate, and Ryan Challinor 42 TOOL BOX By Kenneth Lammers [REVIEW] 38 PROPE'S IVY THE KIWI? Allegorithmic's Substance Designer In this bonus postmortem, the IVY THE KIWI? team outlines how its newest game went from a minigame spawned by a new hire initiation, 46 PIXEL PUSHER By Steve Theodore [ART] to a full-fledged product for Wii and DS. By Kohei Takase and Yusaku Scoped and Groped Yamanaka 48 THE INNER PRODUCT By Dave Mark [PROGRAMMING] FEATURES Getting More Out of Numbers 7 GDC PREVIEW GUIDE 52 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Our GDC preview guide should help you get a handle on some of the The Many Forms of Game Narrative early talks and summits coming out of the 25th anniversary of the biggest gathering of game developers anywhere. -
April 2, 2015 for Immediate Release RODEA the SKY SOLDIER COMING to the WEST for NINTENDO WII U™ and 3DS™ SEPTEMBER 2015!
April 2, 2015 For immediate release RODEA THE SKY SOLDIER COMING TO THE WEST FOR NINTENDO WII U™ AND 3DS™ SEPTEMBER 2015! Santa Ana, Calif. (April 2, 2015) – NIS America is extremely excited to announce that Rodea the Sky Soldier is coming to North America on September 22 and Europe on September 25 for Nintendo Wii U™ and Nintendo 3DS™! First print copies of the Wii U™ version of Rodea the Sky Soldier will also come packaged with the Wii™ version of the game. The Nintendo Wii U™ and 3DS™ versions will also be available digitally on the Nintendo eShop. The brainchild of Yuji Naka and Zin Hasegawa, Rodea the Sky Soldier brings speed and adventure together in this new journey through the sky. About the game: 1,000 years ago, Emperor Geardo of the Naga Empire sent an army of machine soldiers to invade the sky kingdom of Garuda. Thanks to the efforts of Princess Cecilia and Rodea, a machine soldier who promised to protect Garuda, Emperor Geardo’s assault was thwarted. In present day, a spirited inventor named Ion discovers an abandoned robot that has fallen into disrepair in the heart of a scorching desert. Upon completing her repairs, the robot stirs to life and reveals itself to be none other than Rodea. Stunned to find himself in the future, Rodea learns that the Naga Empire is no more and that Garuda has known peace for 1,000 years. But this peace was not meant to last, for the forces of Naga have returned to wage war against Garuda. -
March 4, 2015 for Immediate Release RODEA the SKY SOLDIER NINTENDO WII™ VERSION to BE PACKAGED with FIRST RUN NINTENDO WII U™ COPIES!
March 4, 2015 For immediate release RODEA THE SKY SOLDIER NINTENDO WII™ VERSION TO BE PACKAGED WITH FIRST RUN NINTENDO WII U™ COPIES! Santa Ana, Calif. (March 4, 2015) – NIS America is thrilled to announce that first print copies of the Wii U™ version of Rodea the Sky Soldier will also come packaged with the Wii™ version of the game! The Wii™ version will be exclusive to the retail version of the game and available for the first printing. This is currently planned for both North America and Europe. Players will be delighted to experience creator Yuji Naka’s original vision for Rodea! About the game: 1,000 years ago, Emperor Geardo of the Naga Empire sent an army of machine soldiers to invade the sky kingdom of Garuda. Thanks to the efforts of Princess Cecilia and Rodea, a machine soldier who promised to protect Garuda, Emperor Geardo’s assault was thwarted. In present day, a spirited inventor named Ion discovers an abandoned robot that has fallen into disrepair in the heart of a scorching desert. Upon completing her repairs, the robot stirs to life and reveals itself to be none other than Rodea. Stunned to find himself in the future, Rodea learns that the Naga Empire is no more and that Garuda has known peace for 1,000 years. But this peace was not meant to last, for the forces of Naga have returned to wage war against Garuda. Remembering the promise he made 1,000 years ago, Rodea takes to the skies to defend Garuda from the Naga Empire once again. -
Traducción & Paratraducción De Videojuegos
Ramón Méndez González Traducción & paratraducción de videojuegos: textualidad y paratextualidad en la traducción audiovisual y multimedia Facultade de Filoloxía e Tradución Departamento de Tradución e Lingüística Programa de doctorado en Traducción & Paratraducción Director: Dr. D. José Yuste Frías 2012 Agradecimientos Alguien me dijo una vez que en un trabajo así es mejor no poner nombres y que cada uno se dé por aludido, pero considero que eso no es hacer justicia ni dar el crédito que merecen muchas de las personas involucradas, directa o indirectamente, en este proyecto. Para empezar, el principal agradecimiento se lo he de dedicar a José Yuste Frías, cuyo nombre figura en la portada junto al mío y es un verdadero honor que así sea. Gracias por haber creído en este proyecto y por haberme apoyado desde el principio para que se haya podido ser una realidad. En segundo lugar, un agradecimiento especial a Danolas por el excelente trabajo de diseño que ha realizado apurado y a última hora. Para continuar, he de estar especialmente agradecido a la gente del sector de los videojuegos, gracias a quienes todo ha sido posible. Pep y Nacho, muchas gracias por haberme ayudado a crecer y madurar durante nueve años, a nivel profesional y personal; nunca olvidaré dónde empezó todo. Arcas, gracias por ser un grande de este sector y por haber confiado en mí tantas veces. Sara, gracias por absolutamente todo lo que has hecho por mí a lo largo de los años; sabes que no estaría donde estoy sin tu ayuda. Alexpasc, gracias por haber hecho de mí un profesional en condiciones.