October 1998
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Revista Nintendoblast N9.Pdf
Anterior INTRODUÇÃO Maior sucesso no Japão, a série Dragon Índice Quest começa uma nova empreitada para conquistar o coração do ocidente. É Dragon Quest IX, que ganha a capa PERFIL Slime 03 e uma prévia especial nessa edição da revista Nintendo Blast . E como não poderia deixar de ser, você ainda vai MARIO BITS A Bordo da Starship Mario poder conferir tudo o que aconteceu 04 na coletiva da Nintendo na E3 2010 e um Top 10 com os destaques da maior edição da feira nos últimos tempos. BLAST FROM THE PAST Série Dragon Quest 05 Você ainda vai poder conferir uma análise de Super Mario Galaxy 2, uma matéria sobre o clássico NBA Jam e POKÉMON BLAST Pokémon Black & White (DS) 16 mais. Boa leitura! - Gustavo Assumpção TOP 10 Destaques E3 2010 20 APOIAM A REVISTA ANÁLISE Bit.Trip RUNNER (WiiWare) 28 NINTENDO CHRONICLE E as Cores Chegam às Nossas Mãos 31 PRÉVIA Dragon Quest IX (DS) 35 E3 2010 3DS - O Show foi Dele 40 Portallos ANÁLISE Super Mario Galaxy 2 (Wii) 51 N-BUSINESS Entendendo o Ambiente Externo 57 ANÁLISE Photo Dojo (DSiWare) 64 REDAÇÃO REVISÃO DIAGRAMAÇÃO • Rafael Neves • Alveni Lisboa • Sérgio Estrella • Alveni Lisboa • Bruna Lima • Gustavo Assumpção • Sérgio Estrella • Rafael Neves • Felipe de França • Sérgio Oliveira • Sérgio Estrella • Rafael Esau • Gustavo Assumpção • Eduardo Jardim • Sérgio Oliveira • Alex Silva • Pedro Pellicano • Pedro Zambarda • Marcus Dejean COMUNIDADE • Ricardo Scheiber • Douglas Fernandes • Diego Miler Nintendo Wii Brasil 2 Próxima Anterior Por Sérgio Estrella Slime Considerado o mascote da série Dragon Quest, Slime é uma espécie de gota d’água com dois olhos enormes e com um sorriso desdentado sempre presente. -
Gaming Cover Front
Gaming A Technology Forecast Implications for Community & Technical Colleges in the State of Texas Authored by: Jim Brodie Brazell Program Manager for Research Programs for Emerging Technologies Nicholas Kim IC² Institute Program Director Honoria Starbuck, PhD. Eliza Evans, Ph.D. Michael Bettersworth, M.A. Digital Games: A Technology Forecast Authored by: Jim Brodie Brazell Nicholas Kim Honoria Starbuck, PhD. Program Manager for Research, IC² Institute Eliza Evans, Ph.D. Contributors: Melinda Jackson Aaron Thibault Laurel Donoho Research Assistants: Jordan Rex Matthew Weise Programs for Emerging Technologies, Program Director Michael Bettersworth, M.A. DIGITAL GAME FORECAST >> February 2004 i 3801 Campus Drive Waco, Texas 76705 Main: 254.867.3995 Fax: 254.867.3393 www.tstc.edu © February 2004. All rights reserved. The TSTC logo and the TSTC logo star are trademarks of Texas State Technical College. © Copyright IC2 Institute, February 2004. All rights reserved. The IC2 Institute logo is a trademark of The IC2 Institute at The Uinversity of Texas at Austin. This research was funded by the Carl D. Perkins Vocational and Technical Act of 1998 as administered by the Texas Higher Education Coordinating Board. ii DIGITAL GAME FORECAST >> February 2004 Table of Contents List of Tables ............................................................................................................................................. v List of Figures .......................................................................................................................................... -
North American Company Profiles 8X8
North American Company Profiles 8x8 8X8 8x8, Inc. 2445 Mission College Boulevard Santa Clara, California 95054 Telephone: (408) 727-1885 Fax: (408) 980-0432 Web Site: www.8x8.com Email: [email protected] Fabless IC Supplier Regional Headquarters/Representative Locations Europe: 8x8, Inc. • Bucks, England U.K. Telephone: (44) (1628) 402800 • Fax: (44) (1628) 402829 Financial History ($M), Fiscal Year Ends March 31 1992 1993 1994 1995 1996 1997 1998 Sales 36 31 34 20 29 19 50 Net Income 5 (1) (0.3) (6) (3) (14) 4 R&D Expenditures 7 7 7 8 8 11 12 Capital Expenditures — — — — 1 1 1 Employees 114 100 105 110 81 100 100 Ownership: Publicly held. NASDAQ: EGHT. Company Overview and Strategy 8x8, Inc. is a worldwide leader in the development, manufacture and deployment of an advanced Visual Information Architecture (VIA) encompassing A/V compression/decompression silicon, software, subsystems, and consumer appliances for video telephony, videoconferencing, and video multimedia applications. 8x8, Inc. was founded in 1987. The “8x8” refers to the company’s core technology, which is based upon Discrete Cosine Transform (DCT) image compression and decompression. In DCT, 8-pixel by 8-pixel blocks of image data form the fundamental processing unit. 2-1 8x8 North American Company Profiles Management Paul Voois Chairman and Chief Executive Officer Keith Barraclough President and Chief Operating Officer Bryan Martin Vice President, Engineering and Chief Technical Officer Sandra Abbott Vice President, Finance and Chief Financial Officer Chris McNiffe Vice President, Marketing and Sales Chris Peters Vice President, Sales Michael Noonen Vice President, Business Development Samuel Wang Vice President, Process Technology David Harper Vice President, European Operations Brett Byers Vice President, General Counsel and Investor Relations Products and Processes 8x8 has developed a Video Information Architecture (VIA) incorporating programmable integrated circuits (ICs) and compression/decompression algorithms (codecs) for audio/video communications. -
Resume / Cover Letter / Sample Code Updated May 2009
http://www.enigmasoftware.ca/henry/Resume2009.html Resume / Cover Letter / Sample Code Updated May 2009 Henry Smith [email protected] home: (780) 642-2822 Available September 2009 cell: (780) 884-7044 15 people have recommended Henry Currently in: Edmonton, AB Canada Objective Senior programmer position at a world-class game development studio Interested in GUI programming/design, rapid prototyping, scripting languages, and engine architecture Skills Eight years of game industry experience, plus many more as a hobbyist Expert C++/C programmer Development experience on PC, Mac, Console, Handheld, and Flash platforms Published indie/shareware developer Languages Expert in C++/C, ActionScript 2 Familiar with Ruby, Python, Lua, JavaScript, UnrealScript, XML Exposure to various teaching languages (Scheme, ML, Haskell, Eiffel, Prolog) Tech Familiar with Scaleform GFx, Flash, Unity, STL, Boost, Perforce Exposure to Unreal Engine, NetImmerse/Gamebryo, iPhone, OpenGL Experience BioWare Senior GUI programmer on Dragon Age: Origins Senior Programmer Architected and maintained a GUI framework in C++ and Flash/ActionScript used for all game UI Edmonton, AB Canada Mentored a junior programmer 2004—present Spearheaded a “Study Lunch” group for sharing technical knowledge and expertise Member of the (internal) Technology Architecture Group Worked with many aspects of the game engine including: graphics, input, game-rules, scripting, tools Irrational Games Designed and built several major game systems for a PS2 3rd-person action title, using C++, -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
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! -
IXP400 Software's Programmer's Guide
Intel® IXP400 Software Programmer’s Guide June 2004 Document Number: 252539-002c Intel® IXP400 Software Contents INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL® PRODUCTS. EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER, AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY RELATING TO SALE AND/OR USE OF INTEL PRODUCTS, INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANY PATENT, COPYRIGHT, OR OTHER INTELLECTUAL PROPERTY RIGHT. Intel Corporation may have patents or pending patent applications, trademarks, copyrights, or other intellectual property rights that relate to the presented subject matter. The furnishing of documents and other materials and information does not provide any license, express or implied, by estoppel or otherwise, to any such patents, trademarks, copyrights, or other intellectual property rights. Intel products are not intended for use in medical, life saving, life sustaining, critical control or safety systems, or in nuclear facility applications. The Intel® IXP400 Software v1.2.2 may contain design defects or errors known as errata which may cause the product to deviate from published specifications. Current characterized errata are available on request. MPEG is an international standard for video compression/decompression promoted by ISO. Implementations of MPEG CODECs, or MPEG enabled platforms may require licenses from various entities, including Intel Corporation. This document and the software described in it are furnished under license and may only be used or copied in accordance with the terms of the license. The information in this document is furnished for informational use only, is subject to change without notice, and should not be construed as a commitment by Intel Corporation. -
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 -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Intel740™ Graphics Accelerator
Intel740™ Graphics Accelerator Design Guide August 1998 Order Number: 290619-003 Information in this document is provided in connection with Intel products. No license, express or implied, by estoppel or otherwise, to any intellectual property rights is granted by this document. Except as provided in Intel's Terms and Conditions of Sale for such products, Intel assumes no liability whatsoever, and Intel disclaims any express or implied warranty, relating to sale and/or use of Intel products including liability or warranties relating to fitness for a particular purpose, merchantability, or infringement of any patent, copyright or other intellectual property right. Intel products are not intended for use in medical, life saving, or life sustaining applications. Intel may make changes to specifications and product descriptions at any time, without notice. Contact your local Intel sales office or your distributor to obtain the latest specifications and before placing your product order. The Intel740™ graphics accelerator may contain design defects or errors known as errata which may cause the products to deviate from published specifications. Such errata are not covered by Intel’s warranty. Current characterized errata are available upon request. I2C is a two-wire communications bus/protocol developed by Philips. SMBus is a subset of the I2C bus/protocol and was developed by Intel. Implementations of the I2C bus/protocol or the SMBus bus/protocol may require licenses from various entities, including Philips Electronics N.V. and North American Philips Corporation. Copies of documents which have an ordering number and are referenced in this document, or other Intel literature may be obtained by: calling 1-800-548-4725 or by visiting Intel's website at http://www.intel.com. -
Wargame, Strategy, Action, and Multiplayer in the Early 1980S1
Special Issue The Rise(s) and Fall(s) of Video Game Genres May 2019 74-102 Wargame, Strategy, Action, and Multiplayer in the Early 1980s1 Simon Dor Université du Québec en Abitibi-Témiscamingue Abstract: Extensive literature underlines the importance to critically examine the phenomenon of game classification. In computer games magazines of the 1980 decade, the combination of “action”, “arcade,” or “real-time” with “strategy” is quite common. Here and there, the expression “real-time strategy” is used. But real-time strategy games as we will come to know them in the 1990s are not very similar to games labelled “real-time strategy” in the 1980s: we are simply not witnessing the description of the same gameplay or experience. Micro-histories of gameplay can underline different forms of continuities and reveal new perspectives on strategy gaming. Keywords: Game genres; real-time strategy; strategy games; 1980 decade; history of games. Résumé en français à la fin de l’article ***** 1 I have to thank the LUDOV research team from Université de Montréal where I pursued my doctoral research for some of the findings used here. I also want to note that I would have loved to play each game mentioned here, but it is unfortunately in practice impossible; I hope the observations I make here will be corroborated or refuted by first-hand play when some of these games will be found or made available. Wargame, Strategy, Action, and Multiplayer in the Early 1980s To poorly paraphrase a maxim, the history of games was written by its great successes. … a discussion of real-time strategy games invariably conjures up visions of Dune 2, Command & Conquer, and Warcraft. -
Computer Gaming World Issue
N N Vol. 5 No. 4 Sept-Oct 1985 FEATURES Operation Market Garden 14 A Review Bob Proctor Fog Of War 16 A Critique of "Limited Intelligence" Jay Selover Computer Games 1985 20 A Report From Summer CES Rick Teverbaugh Ultima II 22 A Review of the Mac Version Patricia Fitzgibbons Amiga: The Dream Machine 24 Review of the New Amiga Computer Jon Freeman Game of The Year Awards 41 Help Us Select the Best Games DEPARTMENTS Taking a Peek 10 Screen Photos & Brief Comments Come Cast A Spell With Me 21 Computer Gaming in Japan Roe R. Adams III Atari Playfield 23 Jack Tramiel and Gemstone Warrior David Stone Sports Scoreboard 26 Sports Games Reviewed Rick Teverbaugh Dispatches 27 Friendly Games Dan Bunten Scorpion's Tale 28 Phantasie Tips Scorpia A Crock of Crawford 30 Process Intensity in Games Chris Crawford Strategically Speaking 31 Playing Tips on Strategy Games Micro-Reviews 36 The Railroad Works; Six-Gun Shootout Commodore Key 40 Sound and Fury Roy Wagner Reader Input Device 41 Game Ratings 48 100 Games Rated Don't Panic! Regular readers of CGW will notice that there is a slight date change on this issue. Our previous issue was our June/July issue (5.3). This is our Sept/Oct issue (5.4). No, you did not miss a myste- rious August/Sept issue. At the request of our distributors we are taking this action so that each issue of CGW can be on the newstand before the cover date on the issue. The bottom line is that there will only be five issues this year instead of six.