Paradroid - Paradroid '90
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Retro Gaming News
CONTENTS SPACE HARRIER 4 ZERO WING 30 WEWANA:PLAY APP 11 MEET THE TEAM 33 CONTACT SAM CRUISE 17 CHASE HQ 34 JASON MACKENZIE 20 MARBLE MADNESS 37 TRGN AWARD 25 MILLENNIUM 2.2 39 EMULATOR REVIEW 26 FRIDAY THE 13TH 42 MAIL BAG 29 FIST 2 48 The Retro Games News © Shinobisoft Publishing Founder Phil Wheatley Editorial: Welcome to another month of retro gaming goodness. Along with the usual classic game reviews such as Space Harrier, Contact Sam Cruise and Friday 13th, we also have a couple of unique interviews. The first of which is from a guy called Deepak Pathak who is one of the partners behind the WeWana:Play App which allows you to schedule gaming sessions with your friends. A second is with Jason ‘Kenz’ Mackenzie who is well known in the retro gaming community. We also have some new sections such as the Mail Bag and the TRGN Award. Please feel free to email your letters to the email above. Thanks as ever to everybody who contributed such as the writers, our proof reader and Logo artist. Happy Retro Gaming – Phil Wheatley © The Retro Games News Page 2 elisoftware.com © The Retro Games News Page 3 SPACE HARRIER Essentials Welcome to the fantasy zone. Get Ready! The first ever samples I heard on my Atari ST. Yet another fantastic what was the forefront hit from Sega, Space of 3D games. WOW! My friend and I Harrier came to the were in awe. arcades back in 1985. Other systems too Computers can now This game, along with were at the time talk at you as the low Sega's other popular beginning to develop quality distorted titles back then, Super 3D games Sega were sounds came at us. -
The Many Lives of the Jetman: a Case Study in Video Game Analysis Will Brooker
The Many Lives of the Jetman: A Case Study in Video Game Analysis Will Brooker This article examines the changing meanings and forms of the computer game Jetpac, which was originally released by Ultimate for the ZX Spectrum in 1983 and has been recoded by individual programmers during the late 1990s, in at least three different shareware versions, for PC and Spectrum emulators. Through this analysis, it asks a simple question: how can we approach, and perhaps teach, the academic study of computer and video games? Introduction: Games and Theory At the present time, it seems that the study of video games is considered suitable for courses in technical production and for magazine and newspaper reviews, but not for academic degree modules or, with very few exceptions, for scholarly analysis [1]. Video games are a job for those at the design and coding end of the process, and a leisure pursuit for those at the consumption end. There exists very little critical framework for analysing this unique media form. This article suggests a possible set of approaches, based partially on the two pioneering studies of video games of the late 1990s: J.C. Herz’s Joystick Nation (London, Abacus 1997) and Steven Poole’s Trigger Happy (London: Fourth Estate, 2000). Both are exceptional and invaluable sallies into the field, yet both tend towards the journalistic, crafting nifty prose and snappy rhetoric at the expense of academic conventions. Poole, for instance, ends his early chapter sub-sections with slogan-neat but essentially meaningless tags such as “Kill them all”, [2] “You were just too slow” [3] “Go ahead, jump”[4] and, perhaps most glaringly, “The fighting game, like fighting itself, will always be popular”[5]. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
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. -
Enforcer Enforcer
52 PAGINE52 A 8 BIT! XENIA EDIZIONI Medaglia d’orod’oro aa ENFORCER Un incredibile sparatutto di Manfred Trenz L’RPG definitivo per il Commodore 64 THE NEWCOMER Una medaglia d’oro che supera il megabyte! PRINCE OF PERSIA La strabiliante conversione per ZX Spectrum! UN NUOVO, INCREDIBILE NUMERO DI ZZAP! DOPO QUASI DIECI ANNI!!! TORNANO ANCHE IL MAGO, LA POSTA, LE RUBRICHE E MAGGIO 2002 -Anno XVII Numero 85 - Euro 0 - http://www.tgmonline.itGLI SPECIALI DI SEMPRE! EDITORIALEEDITORIALE ANNO XVII - Numero 85 UN TUFFO ALL’INDIETRO gnuno ha le sue scaramanzie, e anch’io ne ho una tutta personale: non lascio mai l’editoriale per ultimo. Ho sempre considerato questa paginetta una sorta di “sacro compito” che non va relegato alla fretta di chiudere il Onumero, ma che va eseguito nel momento che si ritiene migliore, quando si è a buon punto e si guardano con ottimismo le prime bozze. Ecco, è esattamente a 20 pagine dalla fine di questo nuovo, inaspettato, incredibile numero di Zzap! Che mi ritrovo - dopo tanti anni - a vergare col fuoco le mie parole su questa pagina. Non vi nascondo che l’e- mozione è grande. È grande anche perché avremmo potuto limitarci a tradurre l’ottimo lavoro eseguito dagli Inglesi, con il loro numero 107 di Zzap!64, ma come nostro solito abbiamo preferito fare di più, andando a scovare degli altri giochi, contattando le software house e i programmatori che ancora oggi operano sul C64 (ebbene sì, ce ne sono ancora!), e aggiungendo un sacco di contenuti nostrani. Ma chi siamo, noi, esattamente? Siamo, essenzialmente, dei nostalgici, e probabilmen- te io sono soltanto il capofila. -
M · I N D Pure Entertainment Right Dowj
M · I N D PURE ENTERTAINMENT RIGHT DOWJ THE Captain Blood by lnfogrames The Colony Powerful graphics and visual effects by David Smith make this sci-fi adventure a sensory MINDSCAPE feast. You're Captain Blood, half ever before has there been such Visions of Aftermath: human and half machine. Five of smooth 3-D animation and realism The Boomtown Willow™ your clones are scattered throughout in a sci-fi adventure. Unprecedented by Ch iva lry Software The Computer Game HIT LIST the galaxy, draining your life force . graphic technology and your com In this leading-edge post nuclear Advanced computer technology, fea You must find and assimilate them puter's mouse let you explore a com strategic simulation, you are the turing breathtaking digitil.ed graphics, Look for these hot hits at your local software before the ship's auto-bionic func plete and unrestricted world. As architect of your fate in a world that brings to life all the magic and marvel tions render you completely inhuman. Regional Marshal in the intergalactic chall enges even the very best gamers. of Willow. Side by side with your Death de~~ng flights through hyper forces, you must unravel The Colony's You create the goals - from survival favorite Willow characters, you must space and across dangerous terrains mysteries. Where are all the human to world domination. You decide how tackle a series of seven separate lead to strange worlds with alien inhabitants? What is the meaning of to handle the raiding hordes-with action-packed adventures. And when inhabitants. They have the informa the strange prism-shaped pods? What friendship , force, or finesse. -
Computer Entertainer / Video Game Update
r >v ComputerEntertainer INCLUDES Th€ Wiiibxe© £amc Um/kit 5916Lemona Avenue, VanNuys, CA 91411 ©July, 1988 Volume 7, Number 4 $3.50 In This Issue... CES Wrap-Up Continuedfrom Last Month Your Choice for the newest member of the Reader's Hall ofFame Forever Blowing Bubbles The results of the Questionnaire REVIEWS Include... After seeing Accolade's booth at CES and their bubble machine spewing shiny, translucent orbs Soko-Ban into the air, it's quite a temptation to ....for Apple Bubble Ghost make jokes about Lawrence Welk. But Speed Buggy we'll resist the temptation and simply Atari ...for ST tell you that Accolade was highlighting Clubhouse Sports its new action game, BUBBLEGHOST, ...for Commodore 64 the Atari Tetris shown on ST. An Apple IIGS ...for Macintosh version is coming soon. This one looks L.A. Crackdown very cute, with its bubble-blowing ghost Zorkquest floating through 36 dangerous cham- ...for multi-systems Double Dragon bers. The ST version should be ready for ...for Nintendo review in next month's issue. Space Hunter 3D New Accolade Sports Games Zillion II Accolade is adding four new games to ...for Sega its sports lineup: FAST BREAK (bas- TOP FIFTEEN COMPUTER GAMES ketball) by Steve Cartwright, SERVE 1. Three Stooges (Cm/Co) & 2. Paperboy (Min/Co) VOLLEY (tennis) and RACK 'EM (5 Serve &. Volley 3. Gauntlet (Min/Co) 4. Questran II (SSI/Co) billiards games) by Canada-based Ar- 5. Skate or Die (EA/Co) tech Digital Entertainments, and 6. Games: Winter Edition (Co) 7. Maniac Mansion (Act/Co) T.K.O. -
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. -
Barnsley Badger - Tiger Claw - Paradroid Redux - Hessian
#09 Reset... Barnsley Badger - Tiger Claw - Paradroid Redux - Hessian Andrew & Rob Hewson - Hyper Sentinel - Vinny’s Cheat & Beat Reset... #09 The magazine for the casual Commodore 64 user. Editorial/Credits Unkle K Page 3 Hyper Sentinel Preview Unkle K Page 4 Four5Six Pixel Interview Unkle K Page 5 They Were Our Gods - Andrew & Rob Hewson PaulEMoz Page 8 Reset Mix-i-Disk Reset Page 13 News Reset Page 14 Games Scene News Reset Page 16 Coming Soon! Reset Page 18 High Scoring Heroes Reset Page 19 RGCD 16kb Cartridge Game Competition Roundup Rob Page 20 Reset Reloaded - July ‘86 Martin Grundy Page 26 Blast From The Past - Hewson! Ausretrogamer Page 28 Book Review - Hints & Tips for Videogame Pioneers PaulEMoz Page 34 Game Review - Barnsley Badger Ant, Cam Page 36 Game Review - Tiger Claw Rob, Alex Page 38 Game Review & Interview - Paradroid Redux Rob Page 40 Games That Weren’t Frank Gasking Page 44 Reset Rewind - 3D Lunattack Rob Page 48 Game Review - Hessian Merman, Paul Page 52 Rack-It Retrospective PaulEMoz Page 56 Hardware - Freedom Expansion Board Stingray Page 59 Reset Mini-Bytes Reset Page 60 Cheat & Beat Vinny Page 66 Format Wars - Anarchy Last Chance Page 70 Deep Thoughts Merman Page 77 The Commodore Jedi Master Leonard Roach Page 78 Reset Q&A Reset Page 81 Final Thoughts Unkle K Page 82 Blow The Cartridge - Insects in Space Gazunta Page 83 Reset #09, June 2016 Page 3 The Hewson Issue! It’s with pleasure that we dedicate this their own innovative ideas, while utilising issue to one of the finest software houses the Hewson experience to take the company from the classic 8 bit era, Hewson into the next generation. -
A Commodore 64 Retrospective Roberto Dillon
Roberto Dillon Ready A Commodore 64 Retrospective Ready Roberto Dillon Ready A Commodore 64 Retrospective 1 3 Roberto Dillon James Cook University Singapore Singapore ISBN 978-981-287-340-8 ISBN 978-981-287-341-5 (eBook) DOI 10.1007/978-981-287-341-5 Library of Congress Control Number: 2014955994 Springer Singapore Heidelberg New York Dordrecht London © Springer Science+Business Media Singapore 2015 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer Science+Business -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power. -
Videogames by James Newman
1111 2 3 VIDEOGAMES 4 5 6 7 8 9 10 11 2 3111 4 5 6 7 8111 James Newman’s lucid and engaging introduction guides the reader 9 through the world of videogaming, providing a history of the videogame 20 from its origins in the computer lab to its contemporary status as a global 1 entertainment industry, with characters such as Lara Croft and Sonic the 2 Hedgehog familiar even to those who’ve never been near a game console. 3 Videogames explores: 4 5 • Why study videogames? 6 • What is a videogame? 7 • A brief history of videogames, from Pac-Man to Pokémon 8 • The videogame industry 9 • Who plays videogames? 30111 • Are videogames bad for you? 1 • The narrative structure of videogames 2 • The future of videogames 3 4 James Newman is Senior Lecturer in Media and Cultural Studies at 5 Bath Spa University College. In 1998 he completed the first UK PhD 6 examining videogames as a socio-cultural phenomenon. He has published 7 articles on videogames in New Media and Society and Game Studies. 8 39 40 41 4211 ROUTLEDGE INTRODUCTIONS TO MEDIA AND COMMUNICATIONS Edited by Paul Cobley London Metropolitan University This new series provides concise introductions to key areas in contem- porary communications. Each book in the series addresses a genre or a form of communication, analysing the nature of the genre or the form as well as reviewing its production and consumption, outlining the main theories and approaches that have been used to study it, and discussing contemporary textual examples of the form.