Video Game History & Genres
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A Neuroevolution Approach to Imitating Human-Like Play in Ms
A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game Maximiliano Miranda, Antonio A. S´anchez-Ruiz, and Federico Peinado Departamento de Ingenier´ıadel Software e Inteligencia Artificial Universidad Complutense de Madrid c/ Profesor Jos´eGarc´ıaSantesmases 9, 28040 Madrid (Spain) [email protected] - [email protected] - [email protected] http://www.narratech.com Abstract. Simulating human behaviour when playing computer games has been recently proposed as a challenge for researchers on Artificial Intelligence. As part of our exploration of approaches that perform well both in terms of the instrumental similarity measure and the phenomeno- logical evaluation by human spectators, we are developing virtual players using Neuroevolution. This is a form of Machine Learning that employs Evolutionary Algorithms to train Artificial Neural Networks by consider- ing the weights of these networks as chromosomes for the application of genetic algorithms. Results strongly depend on the fitness function that is used, which tries to characterise the human-likeness of a machine- controlled player. Designing this function is complex and it must be implemented for specific games. In this work we use the classic game Ms. Pac-Man as an scenario for comparing two different methodologies. The first one uses raw data extracted directly from human traces, i.e. the set of movements executed by a real player and their corresponding time stamps. The second methodology adds more elaborated game-level parameters as the final score, the average distance to the closest ghost, and the number of changes in the player's route. We assess the impor- tance of these features for imitating human-like play, aiming to obtain findings that would be useful for many other games. -
Here Is Tt,E a Glow-Globe in Here, Too, but It Is the Only Source of Light
Edi+or" " , Bob Albrec.ht BooI<. Reviews"" Art, , , , , , Jane wood Denl"lis AlliSOn . C3i /I Holden Pr-oclv<:.ti on, ,r-b.m Scarvi e Li II io.n Quirke Bob ,v'Iullen Do.vld Ka.ufrYIG\Yl Dave De lisle Alber.,. Bradley' f'Ib.ry Jo Albrecht c 0000000 o ~ 0 o 0 • 0 o 0 o 0 Q~ PCC is publisnee\ 5 +imes • Grovp. svb5C.r,'phOn~(al/ 000 (ana sometimes more) dvrinq rl'lQilec +0 ~me add~ss): g -the 5c.hool tear. SubscriptionS 2-~ $4 00 eo.cJ, ! ~ be9in with 't-he fi~t 'Issve in 10-"" $ 3..so ea.c.h ~ o The .fall. /00 or-more $3°Oeach (; Q 0 tJ • Get bG\c.k issues while °8 o If you are an elementqt"Y 0 They IG\st ~+ the toIJowi""j Q or seconc:Ja.rY 9Chool stvcJ6,t low low pnc.es; e • you can00 subScribe to pee. vol I Nos 1-5 12 co 2 C!) for $3 , Send ~h,. check, or p 'U (/) rnoney order, No ~~G\se. orders, Vol Ir fVoI<:> I~!S qoo . e Use your $0,+)£ /ADDRESS' PlEQse eNO b - 5p!!cio.l arl',SSle (() o seno vs some eVidence tha1- you Or ml)( up InclividuQI Issues: () (I are G\ stu~",+, z.-~ 80 ~ ea.ch Cl) o 10-""'} '"70 t ectc. h 0 , Sit"lCJle. svb5c.ription\,. are. • /00 +' bO ea.cJ., . ! e $5 .far' 5 'ISSueS, (~ out- W lei \'k +0 '" o Side VSA-)urface MOIil,' ov .;t0v I e weG\r our Q A .. I cover, [)n,.qon shirts a.-e A ~ "'12 -air mai n(MJ G\vailable at $3$0 eod, '" 0 (Calif, res; dt'nts (Add While 0 sale~ ~')t, g with green prj "ti "va ' S.l'I D ""eo D LG LJ 0 ~OOo@c00000QctcD00(!) 00000000<0 0 0e~ooo OO(l)OOOO~OOO SEND cHECk' OR MONel ORDER 'R>: ~~~ Po 60)( 310 • MENLO PARI<. -
Unix Programmer's Manual
There is no warranty of merchantability nor any warranty of fitness for a particu!ar purpose nor any other warranty, either expressed or imp!ied, a’s to the accuracy of the enclosed m~=:crials or a~ Io ~helr ,~.ui~::~::.j!it’/ for ~ny p~rficu~ar pur~.~o~e. ~".-~--, ....-.re: " n~ I T~ ~hone Laaorator es 8ssumg$ no rO, p::::nS,-,,.:~:y ~or their use by the recipient. Furln=,, [: ’ La:::.c:,:e?o:,os ~:’urnes no ob~ja~tjon ~o furnish 6ny a~o,~,,..n~e at ~ny k:nd v,,hetsoever, or to furnish any additional jnformstjcn or documenta’tjon. UNIX PROGRAMMER’S MANUAL F~ifth ~ K. Thompson D. M. Ritchie June, 1974 Copyright:.©d972, 1973, 1974 Bell Telephone:Laboratories, Incorporated Copyright © 1972, 1973, 1974 Bell Telephone Laboratories, Incorporated This manual was set by a Graphic Systems photo- typesetter driven by the troff formatting program operating under the UNIX system. The text of the manual was prepared using the ed text editor. PREFACE to the Fifth Edition . The number of UNIX installations is now above 50, and many more are expected. None of these has exactly the same complement of hardware or software. Therefore, at any particular installa- tion, it is quite possible that this manual will give inappropriate information. The authors are grateful to L. L. Cherry, L. A. Dimino, R. C. Haight, S. C. Johnson, B. W. Ker- nighan, M. E. Lesk, and E. N. Pinson for their contributions to the system software, and to L. E. McMahon for software and for his contributions to this manual. -
RUSQ Vol. 58, No. 4
THE ALERT COLLECTOR Mark Shores, Editor Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out Game On to games from her local public library. Later in life, she had the opportunity to start building a video game studies col- lection in her professional career as an archivist and special Game After collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game Sources for Video History.” There is much in this column to help librarians wanting to support research in this important entertainment Game History form. Ready player one?—Editor ideo games have emerged as a ubiquitous and dominant form of entertainment as evidenced by statistics compiled in the United States and pub- lished by the Entertainment Software Association: V60 percent of Americans play video and/or computer games daily; 70 percent of gamers are 18 and older; the average age of a player is 34; adult women constitute 33 percent of play- ers; and sales in the United States were estimated in 2017 at $36 billion.1 What constitutes a video game? This seemingly simple question has spurred much technical and philosophical debate. To this point, in 2010 I founded with Raiford Guins (professor of cinema and media studies, the Media School, Kristen J. Nyitray Indiana University) the William A. Higinbotham Game Studies Collection (2010–2016), named in honor of physi- Kristen J. Nyitray is Director of Special Collections cist Higinbotham, developer of the analog computer game and University Archives, and University Archivist at Tennis for Two (as it is most commonly known).2 This game Stony Brook University, State University of New York. -
Subterranean Space As Videogame Place | Electronic Book Review
electronic home about policies and submissions log in tags book share: facebook google+ pinterest twitter review writing under constraint first person technocapitalism writing (post)feminism electropoetics internet nation end construction critical ecologies webarts image + narrative music/sound/noise critical ecologies fictions present search Vibrant Wreckage: Salvation and New View full-screen This essay appears in these Materialism in Moby-Dick and Ambient gatherings: Parking Lot by Dale Enggass Cave Gave Game: Subterranean Space as 2018-05-29 Videogame Place Digital and Natural Ecologies by Dennis Jerz and David Thomas A Strange Metapaper on Computing 2015-10-06 Natural Language by Manuel Portela and Ana Marques daJerz and Thomas identify our fascination with Silva natural cave spaces, and then chart that 2018-05-07 fascination as it descends into digital realms, all in order to illustrate the importance of “the cave” as a metaphor for how we interact with our environment. Beyond Ecological Crisis: Niklas Luhmann’s Theory of Social Systems by Hannes Bergthaller 2018-04-01 Note: This essay is a part of a “gathering” on the topic of digital and natural ecologies. Thirteen Ways of Looking at ElectronicIn the popular conception of game development, fantastic videogame spaces Literature, or, A Print Essai on Tone in Electronic Literature, 1.0 are whimsically spun from the intangible thread of computer code. Like by Mario Aquilina and Ivan Callus literary authors, videogame developers take on the roles of dreamers of new 2018-02-04 places and inventors of new worlds. This popular notion remains at odds with the relatively small number of formal game spaces typically found in Thinking With the Planet: a Review of Tvideogames.he In his chapter “Space in the Video Game” Mark J.P. -
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. -
Building a Music Rhythm Video Game Information Systems and Computer
Building a music rhythm video game Ruben Rodrigues Rebelo Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Prof. Rui Filipe Fernandes Prada Examination Committee Chairperson: Nuno Joao˜ Neves Mamede Supervisor: Prof. Rui Filipe Fernandes Prada Member of the Committee: Carlos Antonio´ Roque Martinho November 2016 Acknowledgments I would like to thank my supervisor, Prof. Rui Prada for the support and for making believe that my work in this thesis was not only possible, but also making me view that this work was important for myself. Also I want to thank Carla Boura Costa for helping me through this difficult stage and clarify my doubts that I was encountered this year. For the friends that I made this last year. Thank you to Miguel Faria, Tiago Santos, Nuno Xu, Bruno Henriques, Diogo Rato, Joana Condec¸o, Ana Salta, Andre´ Pires and Miguel Pires for being my friends and have the most interesting conversations (and sometimes funny too) that I haven’t heard in years. And a thank you to Vaniaˆ Mendonc¸a for reading my dissertation and suggest improvements. To my first friends that I made when I entered IST-Taguspark, thank you to Elvio´ Abreu, Fabio´ Alves and David Silva for your support. A small thank you to Prof. Lu´ısa Coheur for letting me and my origamis fill some of the space in the room of her students. A special thanks for Inesˆ Fernandes for inspire me to have the idea for the game of the thesis, and for giving special ideas that I wish to implement in a final version of the game. -
The History of Nintendo: the Company, Consoles and Games
San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft. -
Setting up a Portable Intellivision Development Environment on Your Android Phone
Portable Intellivision Development Environment for Phones December 27, 2019 Setting up a Portable Intellivision Development Environment on Your Android Phone Written by Michael Hayes [email protected] Date of Last Modification: December 27, 2019 (Note: don’t let the length of this document intimidate you. It’s designed to be easy-to- follow, not concise. Also, this is something you will only have to do once.) Introduction You have a portable Android phone and a physical keyboard connected to it. You now have some experience developing in IntyBASIC. You would like to do future development using only your phone and keyboard, so you can develop anywhere you’re at in the cracks of time in your busy schedule. You may not know a darn thing about Linux and can’t be bothered to “root” your phone. This document is for you. Disclaimer I feel it is imperative to put this on the first page: Neither I nor Midnight Blue International, LLC are responsible for anything bad that happens to you or your phone for the use of any of the information in this text. Neither I nor Midnight Blue International, LLC are responsible if you get fired from your job because you got caught writing games on company time. Neither I nor Midnight Blue International, LLC are responsible if your Life Partner walks out on you because you’re too busy making games anymore. Standard data rates apply with your mobile carrier, blah blah blah. You will need: • A phone with Android 7 or higher and about 550M internal storage space. -
A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School). -
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R. -
Puzzle & Dragons
FY2019 Financial Results Briefing GungHo Online Entertainment, Inc. 2020.2.13 (Tokyo Stock Exchange First Section-3765) Table of Contents 1 Creation of New Values 2 Partner Publishing 3 Maximization of Existing Values 4 Subsidiary’s Business 5 Summary of Results for FY2019 © GungHo Online Entertainment, Inc. All Rights Reserved. 1 Table of Contents 1 Creation of New Values 2 Partner Publishing 3 Maximization of Existing Values 4 Subsidiary’s Business 5 Summary of Results for FY2019 © GungHo Online Entertainment, Inc. All Rights Reserved. 2 “Puzzle & Dragons GOLD” © GungHo© GungHo Online Online Entertainment, Entertainment, Inc. Inc. All AllRights Rights Reserved. Reserved. © GungHo Online Entertainment, Inc. / Puzzle & Dragons Project 2019, TV Tokyo © ガンホー・オンライン・エンターテイメント/パズドラプロジェクト2019・テレビ東京 The Nintendo Switch logo and Nintendo Switch are trademark of Nintendo. Nintendo Switchのロゴ・Nintendo Switchは任天堂の商標です。 © GungHo Online Entertainment, Inc. All Rights Reserved. 3 The Latest Entry in the Puzzle & Dragons Series ”Puzzle & Dragons GOLD” “Puzzle & Dragons GOLD” for Nintendo SwitchTM has been released Exhilarating puzzle action Spectacular 3D characters Title : Puzzle & Dragons GOLD Release date : January 15, 2020 Category : Battle Puzzle Action Platform : Nintendo SwitchTM Three elements that can be enjoyed by all levels, Price : JPY 1,500 (tax included) from beginners to advanced players © GungHo Online Entertainment, Inc. All Rights Reserved. © ガンホー・オンライン・エンターテイメント/パズドラプロジェクト2019・テレビ東京 With “Puzzle & Dragons GOLD,” we will bring in young