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Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Castle Wolfenstein™
M(8Etm SOFTWARE QfASTLE ltlJ°LFENSTEINtm For Apple II or Apple It Plus with 48K . Apple IS a TM 01 Apple COmpu1er. Inc Copyright 1981 Muse Software. Inc By Silas Warner Published by MUSE TM SOFTWARE Baltimore347 N. ChM aries Street , aryl and 21201 ~yrignl © 1981 F rtghtsreserved or ~~~~~~~ II ~\iS DOS 3.2 or 3.3 DO NOT UPDATE this disk with other versions of the disk operating system (DOS). If you do it will destroy this program disk. REPLACEMENT - If this disk becomes worn or damaged. MUSE Software will gladly replace it. Send the damaged disk with proof of purchase and $10.00 to: MUSE Software 347 N. Charles Street Baltimore, MD 21201 This documentation manual was prepared with Super-Text, the pro· fessional word processor for the Apple II from MUSE. Always ask for MUSE Quality Software at your local Computer store. WARNING· Castle WollensteinH.1 reads and writes the program disk during loading and play. DO NOT press RESET or remove the disk while the disk drive is active as it may destroy the program disk. CASTLE WOLFENSTEIN™ World Wa r II is rag ing across Europe, and Castle Wol lenstein has been occupied by the Nazis and converted into their HO. You have just been captured behind enemy lines and await interrogation and torture by the dreaded 55 in the dungeons 01 Castle Wollenstein. A dying cell mate bequeaths you yo ur only hope - a gun and ten bullets. Your Mission: Find the war plans and escape Irom Castle Wollenstein ALIVE! Starting the game: Bool the program disk. -
Análisis De Wolfenstein: the New Order (Machinegames, 2014)
Cuando los videojuegos escribieron el Holocausto: Análisis de Wolfenstein: The New Order (Machinegames, 2014) Aarón Rodríguez Serrano Universidad Europea de Valencia [email protected] Recibido: 10 de julio de 2014 Aceptado: 19 de septiembre de 2014 Resumen: El artículo pretende ser un análisis de Wolfenstein: The New Order (Machinegames, 2014), el primer videojuego en construir una narración que incorpora de manera explícita distintos contenidos relacio- nados con el Holocausto Se pretenden evaluar de manera crítica los distintos elementos que generan significación dentro del videojuego, utilizando para ello tanto un enfoque estético (construcción visual, narratividad) como ético (posibilidades y límites de la representación del Holocausto). Para ello, opta- remos por una doble metodología de análisis formal y temático, heredera de los procesos de análisis fílmico holocáustico pero convenientemente adaptada al lenguaje del videojuego. El trabajo resultará pionero no sólo por la cercanía con el objeto de estudio, sino por la propia necesidad que éste exige a la hora de adaptar las herramientas analíticas ya establecidas en los procesos de significación de la repre- sentación holocáustica a un formato polémico y nunca antes utilizado con estos fines. Palabras clave: Holocausto; Videojuegos; Wolfenstein: The new order; Análisis textual When the videogames wrote the Holocaust: Analysing Wolfenstein: The New Order (Machinegames, 2014) Abstract: Our paper tries to propose an analyse of Wolfenstein: The new order (Machinegames, 2004), the first videogame who shows explicitly several representations of the Holocaust. We will evaluate critically the different elements who create meaning in an aesthetical level (visual construction, narrative aspects) and an ethical level (possibilities and limits of the Holocaust´s representations). -
A Redneck Head on a Nazi Body. Subversive Ludo-Narrative Strategies in Wolfenstein II: the New Colossus
arts Article A Redneck Head on a Nazi Body. Subversive Ludo-Narrative Strategies in Wolfenstein II: The New Colossus Hans-Joachim Backe Center for Computer Games Research, IT University of Copenhagen, 2300 Copenhagen, Denmark; [email protected] Received: 13 July 2018; Accepted: 19 October 2018; Published: 6 November 2018 Abstract: This article argues that Wolfenstein: The New Colossus, a AAA First-Person Shooter, is not only politically themed, but presents in itself a critical engagement with the politics of its genre and its player base. Developed at the height of #Gamergate, the game is interpreted as a response to reactionary discourses about gender and ability in both mainstream games and the hardcore gamer community. The New Colossus replaces affirmation of masculine empowerment with intersectional ambiguities, foregrounding discourses of feminism and disability. To provoke its players without completely alienating them, the game employs strategies of carnivalesque aesthetics—especially ambivalence and grotesque excess. Analyzing the game in the light of Bakhtinian theory shows how The New Colossus reappropriates genre conventions pertaining to able-bodiedness and masculinity and how it “resolves” these issue by grafting the player character’s head on a vat-grown Nazi supersoldier-body. The breaches of genre conventions on the narrative level are supported by intentionally awkward and punishing mechanics, resulting in a ludo-narrative aesthetic of defamiliarization commensurate to a grotesque story about subversion and revolt. Echoing the ritualistic cycle of death and rebirth at the heart of carnivalesque aesthetics, The New Colossus is nothing short of an ideological re-invention of the genre. Keywords: game narrative; politics; gender; ability; cyborg; defamiliarization; carnivalesque; Gamergate; Bakhtin; Haraway; AAA; FPS 1. -
Wander Into Wonderland! ADVENTURE GAMES TAKE YOU on a VACATION to a PLACE AS VIVID AS YOUR IMAGINATION
Wander Into Wonderland! ADVENTURE GAMES TAKE YOU ON A VACATION TO A PLACE AS VIVID AS YOUR IMAGINATION BY SHAY ADDAMS -i ouOU won't need a passport to vacation in THE LIMESTONE. THE ROOM GLOWS WITH DIM LIGHT faraway lands this summer—the boulevards of PROVIDED BY PHOSPHORESCENT MOSS, AND WEIRD Paris and the pyramids of Egypt are onlyfar SHADOWS as MOVE ALL AROUND YOU. A NARROW PATH away as the nearest adventure game. Just WINDS AMONG THE STALAGMITES. But type in GO don't expect a tour guide to show you around, south and you may wind up at the local Club for your decisions determine what happens on Med. Graphic adventures show a game's differ this kind of trip. If you type go north in an all- ent locations, people, and objects with high- text adventure like Zork, the program will dis resolution pictures, and briefly sum up the sit play a paragraph of prose describing the new uation in a fewlines of text below. location you'vereached: just. .. carved out of In addition to sightseeing, you have a spe- IU.USTKAT!O,\ BY UARTONSTABLER JUNK 1985 37 three games from the lower skill levels. Ad ADVENTURE-GAME vanced games require more patience and time GLOSSARY (up to three months) to solve, and those de scribed as "Masters only" contain the thorniest problems of all. Command: The instructions you the words in the program's vocabu Though adventure games are designed to type in to tell the program what you lary. Well-programmed parsers enable be played by one person, two or more heads can want to do next. -
Instructions Compiled by Hike Noore Nibbles Away II .Parameters
I L THE PARAMETER GUIDE Compiled By Hike Noore Contents: Instructions Nibbles Away II .Parameters Locksmith 4.1 Parameters Copy II Plus 4.1 Parameters i ssential Data Duplicator Parameters Back It Up 11+ Parameters Additional Locksmith Parameters Nibbles Away I Parameters Locksmith 3.1 Parameters Advanced (Cracking) Parameters Locksmith Technical Notes The CH EAT Guide Nibbles "'\\vay .11 Update 1 Index Moore's Microware 417 Persimmon Hoad Walnut Creek, CA 9459E Source ID: TCT492 Instructions Thank you for buying The Parameter Guide. If you have any questions wi th this manual, please feel free to mai 1 us at: Moore's Microware 417 Persimmon Road Walnut Creek, CA 94598 We are currently trying to collect as many parameters as possible. If you have any parameters that you would 1 iKe to 'donate' to Moore's Microware, we would be more then glad to receive them. For any parameters we receive, we will give credit towards the next guide or update. The additional parameter file contains many parameters that were left out of the LocKsmith parameter file, because of their new pol icy concerning backups. The advanced parameter file contains steps to 'breaK' or take out the copy protection of certain programs. Many different methods are used to do this. These steps are for the advanced user. Moore's Microware cannot be responible for any damages caused by using these parameters. Moore's Microware also cannot be responible if the parameters do not wo~k. These parameters are provided not for illegal purposes but for back-up only. For ordering infomation please contact Moore's Microware at the address below. -
Computer Gaming World Issue
r Vol. 3 No. 6 December 1983 FEATURES ROBOTWAR: 12 Third Annual Tournament ULTIMA III 18 Review & Tips Scorpia OPERATION WHIRLWIND 25 Review Mark Bausman REACH FOR THE STARS 27 Review Ed Curtis LEGACY OF LLYLGAMYN 28 An Intro Robert Reams BROADSIDES 30 Review David Long NORTH ATLANTIC ' 86 34 Review & Strategies Jay Selover Departments Inside the Industry 6 Taking a Peek 8 Letters 14 Dispatches 16 Scorpion's Tale 17 Name of the Game 20 Tele-Gaming 32 Atari Arena 37 The Commodore Key 38 Micro Reviews (Flying Tigers, Space Station Zulu, The Enchanter, Fortress, Secret Agent) 42 Game Ratings 52 Reader Input Device 54 garners represent almost all the money they make when INSIDE THE INDUSTRY they offer a new title. We're not saying these things just to make you feel im- portant. These are facts that market-wise software publishers consider when they decide to release a new game or expand their line. by Dana Lombardy And what are you telling the industry? Your answers to our survey confirm trends reported by stores and distributors over the past months: computer game sales are still good, but overall game sales have slowed, and the average customer is being more careful with his money. Results of the Readers Survey from the July/August 73 percent of you are spending less on software now 1983 issue of CGW. that you have in the past. For whatever reasons-whether Percent it's too many titles to choose from, or too many bad of games- you're cutting back on the number of items you Question Readers buy and the amount you spend. -
Commodore 64
Commodore 64 Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments $100,000 Pyramid, The Box Office 10th Frame: Pro Bowling Simulator Access Software 1942 Capcom 1943: The Battle of Midway Capcom 2 for 1: Combat Lynx / White Viper Gameware (Tri-Micro) 2 on One: Bump, Set, Spike / Olympic Skier Mastertronic 2 on One: L.A. SWAT / Panther Mastertronic 221B Baker St. Datasoft 3 Hit Games: Brian Bloodaxe / Revelation / Quovadis Mindscape 3D-64 Man Softsmith Software 4th & Inches Accolade 4x4 Off-Road Racing Epyx 50 Mission Crush Strategic Simulations Inc (... 720° Mindscape A Bee C's Commodore A.L.C.O.N. Taito ABC Caterpillar Avalon Hill Game Company ABC Monday Night Football Data East Ace of Aces: Box Accolade Ace of Aces: Gatefold Accolade ACE: Air Combat Emulator Spinnaker Software AcroJet: The Advanced Flight Simulator MicroProse Software Action Fighter Mindscape / Sega Adult Poker Keypunch Software Advance to Boardwalk GameTek Advanced Dungeons & Dragons: Champions of Krynn Strategic Simulations Inc (... Advanced Dungeons & Dragons: Curse of the Azure Bonds Strategic Simulations Inc (... Advanced Dungeons & Dragons: Death Knights of Krynn Strategic Simulations Inc (... Advanced Dungeons & Dragons: Dragons of Flame Strategic Simulations Inc (... Advanced Dungeons & Dragons: Gateway to the Savage Frontier Strategic Simulations Inc (... Advanced Dungeons & Dragons: Heroes of the Lance Strategic Simulations Inc (... Advanced Dungeons & Dragons: Hillsfar Strategic Simulations Inc (... Advanced Dungeons & Dragons: Pool of -
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. -
Paradigm Shift: How the Evolution of Two Generations of Home
PARADIGM SHIFT: HOW THE EVOLUTION OF TWO GENERATIONS OF HOME CONSOLES, ARCADES, AND COMPUTERS INFLUENCED AMERICAN CULTURE, 1985-1995 By Jason Terence Wiley A thesis submitted to the Graduate Faculty in partial fulfillment of the requirements for the degree of MASTER OF ARTS IN HISTORY University of Central Oklahoma Spring, 2016 iii Abstract Author: Jason Terence Wiley Thesis Chair: Dr. Patricia Loughlin Title of Thesis: Paradigm Shift: How the Evolution of Two Generations of Home Consoles, Arcades, and Computers Influenced American Culture, 1985-1995 Abstract: As of 2016, unlike many popular media forms found here in the United States, video games possess a unique influence, one that gained its own a large widespread appeal, but also its own distinct cultural identity created by millions of fans both here stateside and across the planet. Yet, despite its significant contributions, outside of the gaming’s arcade golden age of the early 1980s, the history of gaming post Atari shock goes rather unrepresented as many historians simply refuse to discuss the topic for trivial reasons thus leaving a rather noticeable gap within the overall history. One such important aspect not covered by the majority of the scholarship and the primary focus of thesis argues that the history of early modern video games in the North American market did not originate during the age of Atari in the 1970s and early 1980s. Instead, the real genesis of today’s market and popular gaming culture began with the creation and establishment of the third and fourth generation of video games, which firmly solidified gaming as both a multi-billion dollar industry and as an accepted form of entertainment in the United States. -
Computer Gaming World Issue
I VOL. 3 NO. 2 Mar.-Apr. 1983 Features SOME READER COMMENT 9 Comments from R.I.D.s COMPUTER GAMES IN 1983 10 A Report on CES and HIA Russell Sipe COSMIC BALANCE 14 Tactics and Ship Design Floyd Mathews ZORK! 18 An Overview of the Series David P. Stone ULTIMA II 23 The Revenge of the Enchantress James A. McPherson LATCH ONTO THE BULL 26 The "Bear" Facts about MILLIONAIRE Johnny L. Wilson ROBOTWAR TOURNAMENT RESULTS 30 Results of CGW's 2nd Annual Tourney LISTEN TO THE MOCKINGBOARD 33 Sound and Speech for the Apple II Thomas Cleaver EPIDEMIC 39 "An Apple (or PC) a day. ." Valerie Trott READER INPUT 48 Game Ratings of the Past 10 Months Departments Letters 2 Inside the Industry 3 Hobby and Industry News 3 Real World Gaming 4 Taking a peek 5 Atari Arena 20 The Learning Game 36 Microcomputer Mathemagic 38 Micro Reviews 41 Reader Input Device 48 Dear Editor: READER COMMENTS, page 43 of Dear Editor: your VOL. 2 No. 5 issue, I quote, I am an avid gamer and have "There is a senseless preference Thank you for promoting Robot- been for all but a few early years of war activities. It is a game that shown for APPLES and ATARIS over my life. I advanced through the var- requires continuing competition the TRS-80 graphic junkies."; "Too ious levels of the gaming world with other players to be fully many games are first developed for much like any other gamer my age, appreciated. the APPLE then converted to the and I faced the same dreaded ATARI.