Read Ebook {PDF EPUB} the 37Th Mandala by Marc Laidlaw Marc Laidlaw

Total Page:16

File Type:pdf, Size:1020Kb

Read Ebook {PDF EPUB} the 37Th Mandala by Marc Laidlaw Marc Laidlaw Read Ebook {PDF EPUB} The 37th Mandala by Marc Laidlaw Marc Laidlaw. Marc Laidlaw is an American writer of cyberpunk-oriented science fiction and horror as well as a video game designer who worked at Valve Software. He is perhaps most famous for writing Dad's Nuke and The 37th Mandala , and for working on the popular Half-Life series. Contents. Biography [ edit ] Laidlaw was born in 1960 and raised in Laguna Beach, California and attended the University of Oregon where he tried, and was discouraged by, punch card computer programming. He wrote short stories and his first novel, Dad's Nuke , was published in 1985. This was followed by several more novels over the next decade, but he worked as a legal secretary in San Francisco for a living. [6] Laidlaw had played computer and arcade games, but was not intrigued. It was not until Myst was released that his perception of these games changed. He was obsessed over Myst and bought a new computer so that he could play it at his San Francisco home. With his new-found interest, he wrote The Third Force (1996), a tie-in novel based on the world created for the video game Gadget . His favorite PC game of all time is Thief: The Dark Project . [5] Working with game designers led him to feel that he wanted to help design an actual game. He joined Valve in July 1997 [3] while they were developing Half-Life and worked on the game's story and level design. At Valve, he later worked on the Half-Life' s expansions (even though his precise input is not clearly known) and Half-Life 2 and its episodes. The latter episodes were co-written with the creators of Old Man Murray , Erik Wolpaw and Chet Faliszek, whom he shares an office with at Valve. All three also co-wrote the story for Portal . He once stated on his personal blog that "for years, Chet and Erik were legendary figures of mythic status to me. They still are, except now I can throw things over my shoulder and hit them." [7] On Valve's official website, his function was described as follows: "Marc Laidlaw joined Valve in [summer [8] ] 1997, bringing his experience as an author of weird fiction to bear on creating the Half-Life storyline. He was sole writer on Half-Life and Half-Life 2 , and lead writer for the Half- Life 2 Episodes. As the writing team has expanded to include Erik Wolpaw, Chet Faliszek, Jay Pinkerton and Ted Kosmatka, Laidlaw remains the lead writer of emails declining to supply information about the G-Man. His novels include Dad's Nuke , Neon Lotus , Kalifornia , The Orchid Eater , and the award-winning The 37th Mandala , as well as The Third Force : A Novel of Gadget ." [9] On January 8, 2016, it was announced that Laidlaw had resigned from Valve after 18 years at the company, citing a need "for a break from the collaborative chaos of game production," in place of individual writing projects. The consequences of his resignation on the future of the Half-Life series remain to be seen, Laidlaw himself stating that "where Valve may choose to take [ Half-Life ] in the future is not in my hands." [4] Search AbeBooks. We're sorry; the page you requested could not be found. AbeBooks offers millions of new, used, rare and out-of-print books, as well as cheap textbooks from thousands of booksellers around the world. Shopping on AbeBooks is easy, safe and 100% secure - search for your book, purchase a copy via our secure checkout and the bookseller ships it straight to you. Search thousands of booksellers selling millions of new & used books. New & Used Books. New and used copies of new releases, best sellers and award winners. Save money with our huge selection. Rare & Out of Print Books. From scarce first editions to sought-after signatures, find an array of rare, valuable and highly collectible books. Textbooks. Catch a break with big discounts and fantastic deals on new and used textbooks. The 37th Mandala. The 37th Mandala is a horror novel written by Marc Laidlaw and published in 1996. It tells the story of New Age writer Derek Crowe who uses an ancient mystical text as the basis of one of his works. As his writing gains popularity, it also attracts the unwanted attention of the 37 mandalas — terrible Lovecraftian-style monsters — that the original text was about. The 37th Mandala earned Laidlaw the 1996 International Horror Guild Award for "Best Novel". [1] It was also nominated for World Fantasy Award for Best Novel in 1997. In the Valve Software computer game Half-Life , which Laidlaw helped design, this book is one of two seen on a shelf in the personal locker of Gordon Freeman. The other book on the shelf is The Orchid Eater , also by Laidlaw. In addition, another locker in the room is marked with the name "Laidlaw". The 37th Mandala by Marc Laidlaw. The mandalas have always been among us, unseen and uncalled. Those few occult masters who have encountered them have known to leave them alone, for to these unholy forces we are mere playthings, insignificant tools to be used, fed upon—and eventually discarded. When New Age charlatan Derek Crowe learns the secrets of the mandalas he sees only the opportunity for easy money. He ignores the warnings, alters the mystical texts to make the dreaded mandalas seem benevolent to a gullible public, then publishes his book and waits for the profits to roll in. But Crowe is all too successful. For he has inadvertently released upon the earth a horror that is beyond all understanding or control—a horror both infinite and hungry. Named Best Novel of 1996 by the International Horror Guild Award, and a finalist for the World Fantasy Award, this marks The 37 th Mandala ’s return to print after many years, and its first appearance as an ebook. Praise. “Genuinely creepy. This book has enough to keep the reader checking the corners.” “Marc Laidlaw is writing the kind of horror fiction that made me fall in love with the field in the first place. While he can be gruesome when he needs to be, his real power is in the largeness of his vision. The 37 th Mandala is a masterpiece of the kind of visionary horror we’ve hardly seen since Lovecraft died.” “Attempts to achieve a genuine sense of awe are rare in contemporary horror. Describing the unspeakable is a daunting task, but Laidlaw rises to it, creating a manifestation of the unearthly that is both accessible and impenetrably alien. A superior tale of human beings in thrall to occult forces.” “To all rational men, there are horrific thoughts—and their particular horror is what underlies and sustains such distinctively modern novels as The 37 th Mandala . … The strength of The 37th Mandala … lies in its painstaking attempt to scrutinize and analyze the psychological malaise which lies at the heart of the so-called New Age. … A thoroughly modern horror novel.” —Brian Stableford, Necrofile. “Laidlaw lays out a work … nearly as compelling as Lovecraft’s. … Stick-fast storytelling and brilliant discursive detail about occultism. Deserves high marks indeed—and those mandalas cry out for celluloid computerization.” “Marc Laidlaw writes with originality and brilliant finesse from a classic, back-to-the-roots-of-horror base that doesn’t stint on up-to-the-minute visceral intensity and sardonic wit. The 37 th Mandala is a visionary, wicked tale of New Age spirituality and sheer evil. … Laidlaw immediately draws the reader into the fantastic with powerful writing and believable characterization.” The 37th Mandala. Paperback. Condition: Good. Connecting readers with great books since 1972. Used books may not include companion materials, some shelf wear, may contain highlighting/notes, may not include cdrom or access codes. Customer service is our top priority!. More buying choices from other sellers on AbeBooks. THE 37TH MANDALA. Laidlaw, Mark. Published by NY: St. Martin's Press, 1996. first edition, 1996. Used - Hardcover. Superb.horror. fine hardcover near fine jacket, rear closed tear 1997 World Fantasy Award Finalist for Best Novel. 37 & Blessed - All You Need Is Love & Jesus: 37th Birthday Gift - Fun Alternative to Card - Positivity & Gratitude Notebook Diary - 37 Years Old . & Women - With Mandala Coloring Book Pages. Ekton, Sophia. Published by Independently published, 2019. New - Softcover Condition: Brand New. Paperback. Condition: Brand New. 110 pages. 10.00x8.00x0.28 inches. In Stock. 37 Years of God's Prayers: 37th Birthday - Positivity, Prayer and Gratitude Journal Notebook Diary - Positive Christian Mindset for Girls, Teens & Women - With Mandala Coloring Book Pages. Jenkins, Patricia. Published by Independently published, 2019. New - Softcover Condition: Brand New. Paperback. Condition: Brand New. 110 pages. 9.00x6.00x0.28 inches. In Stock. 37 Years of Faith - Journal & Mandala Coloring Book - Don't Worry About Anything Pray About Everything: 37th Birthday Gift - Philippians 4 6 Scripture . Christian Mindset for Girls, Teens & Women. Stellerson, Marissa. Published by Independently published, 2019. New - Softcover Condition: Brand New. Paperback. Condition: Brand New. 110 pages. 10.00x8.00x0.28 inches. In Stock. 37 Years of God's Blessings: 37th Birthday - Positivity, Prayer and Gratitude Journal Notebook Diary - Positive Christian Mindset for Girls, Teens & Women - With Mandala Coloring Pages. Jenkins, Patricia. Published by Independently published, 2019. New - Softcover Condition: Brand New. Paperback. Condition: Brand New. 110 pages. 9.00x6.00x0.28 inches. In Stock. 37 Years of Jesus & Joy: 37th Birthday - Positivity, Prayer and Gratitude Journal Notebook Diary - Positive Christian Mindset for Girls, Teens & Women - With Mandala Coloring Pages.
Recommended publications
  • Now We Are All Sons of Bitches
    Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2).
    [Show full text]
  • The Rise and Fall of Introversion Software
    Another Castle THE GAMING MAGAZINE OF IMPERIAL COLLEGE LONDON The Rise and Fall of Introversion Software ISSUE 0 2 3 Back in 2008, Tom Roberts, Azfarul Contents Islam and Michael Cook launched Another Castle, a multi-format gaming magazine. In their first issue, they secured an interview with Peter 4 The Fall and Rise of Introversion Cale Tilford Molyneux, an industry behemoth at the time. Gaming has changed a lot since then An Imperial Success Story An Imperial Success Story (Peter Molyneux all but disappeared into the ether) From Uplink to Darwinia From Uplink to Darwinia and the way we write about games has changed Beyond Prison Architect Beyond Prison Architect too. Kieron Gillen (comic book writer and former music and games journalist) published the manifesto for New Games Journalism in 2004, which set out a new way of thinking and discussing games, where 10 Eight Games Under Eight Minutes Cale Tilford a reviewer’s personal experience was core to their analysis and reflection. In the past half-decade numerous publications (from Kill Screen to Feminist 12 Half-Life 2 Revisited Harry Mitchell Frequency) and existing publications have adopted these ideas. Now it’s the turn of Imperial students to continue this great exploration of gaming culture. 13 Interpreting The Sims Fred Fyles This issue is my attempt to resurrect interest in games journalism at Imperial and it’s a project that is far from finished (hence issue zero). It begins with an 18 The History of Storytelling Dani Hernandez Perez interview with Mark Morris, an Imperial graduate who helped found Introversion Software, telling the story in Videogames of a games company that has seen unprecedented success despite almost going bankrupt after the release of one of their games.
    [Show full text]
  • Transmedial Universes Charting the Heuristics of Media Constellations
    TRANSMEDIAL UNIVERSES CHARTING THE HEURISTICS OF MEDIA CONSTELLATIONS Sjors Martens Sjors Martens Transmedial Universes Charting the Heuristics of Media Constellations Master thesis Sjors Martens 3614824 RMA Media and Performance Studies Supervisors: Dr.M.J. Kattenbelt Prof. Dr. Joost Raessens Cover by Wouter Martens. Character design by Ubisoft. © 2015 by Sjors Martens All rights reserved Contents Figure Credits v Abstract vii Acknowledgements viii Introduction: Gazing upon the Stars The Discovery of a Universal Trend 1 1 Connecting the Dots The Playful Ontology of Media Constellations 13 What in the World? – Formative Universe Characteristics 15 The Ontology of Sicartian Play 22 Playing the Universe – Interrelations of Universe Characteristics 27 2 To Infinity and Beyond Additive Comprehension in and Beyond ASSASSIN’S CREED 31 Comprehension Revisited 33 “I have so many questions” – Canalised Additive Comprehension 37 Parallel Worlds - Problematizing Additive Comprehension 50 3 Colossal Cosmic Powers Agency in Transmedial Universes 57 The Mantles of Worldly Agency 59 Killing by the Book – Agency in the IP Universe 62 Collective Creation: Curated and Negotiated Universes 73 Conclusion - The Edge of the Universe Finding that Proper Restaurant 85 Works Cited 91 iii iv Figure Credits Fig. 1 (p.1): “Assassin’s Creed II Third Person Ending.” Assassin’s Creed II. Ubisoft Montreal. 2015. Author’s Screenshot. Fig. 2 (p.1): “Assassin’s Creed II Direct Address.” Assassin’s Creed II. Ubisoft Montreal. 2015. Author’s Screenshot. Fig. 3 (p.38): Ubisoft Montreal. “Apple of Eden.” Assassin’s Creed Wiki. 21st April 2013. Screenshot. Accessed 27th July 2015. Fig. 4 (p.39): Kerschl, Karl, Cameron Stewart, and Nadine Thomas.
    [Show full text]
  • The Cake Is a Lie!« Polyperspektivische Betrachtungen
    Greg Grewell, Ken S. McAllister, Judd Ethan Ruggill »You Really Do Have Brain-Damage, Don’t You?«: Ridicule as Game Mechanic in the ›Portal‹-Series Early in Portal 2, the game’s Genetic Lifeform and Disk Operating System (GLaDOS) remarks to Chell, the player’s avatar: »Most people emerge from sus- pension terribly undernourished. I want to congratulate you on beating the odds and somehow managing to pack on a few pounds«. ¯1 It is a biting (albe- it funny) comment, and one that reverberates through a number of registers. First, the comment is part of a salvo of ›fat jokes‹ that permeate the game. There is the moment when Core 3 (AKA »Fact Sphere«) insists »You could stand to lose a few pounds«, for instance, or Wheatley’s repeated chants/taunts of »Fatty«. GLaDOS, of course, is the most consistently demeaning, chiding Chell for her »fat eyes« and proclaiming that »One of these times you’ll be so fat that you’ll jump, and just drop like a stone. Into acid, probably. Like a potato into a deep fat fryer«. Second, the fat jokes are intended to be insulting, not just funny. They are un- deniably nasty and depend on a certain cultural knowledge concerning body consciousness in relation to obesity. To be fathomable, a ›fat‹ or ›thin‹ joke-in- sult requires a concomitant social norm about an ›ideal‹ or ›normal‹ body. The presumption in Portal 2 – one drawn from real-world stereotypes – is that ›fat‹ equals incapable, undesirable, and even doomed. Third, while Chell is ostensibly the focus of these joke-insults, the player is their real target.
    [Show full text]
  • Nightmare Magazine, Issue 45 (June 2016)
    TABLE OF CONTENTS Issue 45, June 2016 FROM THE EDITOR Editorial FICTION Great Black Wave David Tallerman Things of Which We Do Not Speak Lucy Taylor The Finest, Fullest Flowering Marc Laidlaw Ruminations Rena Mason NONFICTION The H Word: Monsters and Metaphors Dale Bailey Interview: Joyce Carol Oates The Geek’s Guide to the Galaxy AUTHOR SPOTLIGHTS David Tallerman Lucy Taylor Marc Laidlaw Rena Mason MISCELLANY Coming Attractions Stay Connected Subscriptions and Ebooks About the Nightmare Team Also Edited by John Joseph Adams © 2016 Nightmare Magazine Cover by Jeffrey Collingwood www.nightmare-magazine.com FROM THE EDITOR Editorial John Joseph Adams | 375 words Welcome to issue forty-five of Nightmare! We have original fiction from David Tallerman (“Great Black Wave”) and Marc Laidlaw (“The Finest, Fullest Flowering”), along with reprints by Lucy Taylor (“Things Of Which We Do Not Speak”) and Rena Mason (“Ruminations”). We also have the latest installment of our column on horror, “The H Word,” plus author spotlights with our authors and a feature interview with legendary author Joyce Carol Oates. Nebula and Stoker Awards Results We’re thrilled to report that Alyssa Wong’s story, “Hungry Daughters of Starving Mothers,” from the Queers Destroy Horror! special issue of Nightmare (Oct. 2015), won the Nebula Award for best short story! Congrats to Alyssa and to all of the other winners. You can find a full list of the winners at SFWA.org/nebula-awards. Our sister-magazine, Lightspeed’s, streak of losing Nebula Awards has remained intact, and is now at fourteen- in-a-row and counting.
    [Show full text]
  • Michael Chang STS 145 Case History March 22, 2001
    Michael Chang STS 145 Case History March 22, 2001 H λ L F – L I F E Everywhere! One cool, fateful day in March of 2000, a college student unleashed a video game on an unwitting and innocent dorm’s all male floor. Bright students, virtuoso musicians, champion athletes, and master gamers alike filled this first floor of guys with not only an odor characteristic of junior high and high school locker rooms but also a harmonious marriage of profanity, grunts, screams and gunshots. The profanity, grunts, screams were courtesy of the guys on the floor, and the gunshots courtesy of that video game. The story begins when on the third floor, the tamer co-ed floor, two sophomores had found pirated copies of the game, installed it, played it through to the end, and began dabbling in its multi-player mode. They fought each other day in and day out until their games felt empty, devoid of a sense of community. They wanted more targets, and they wanted more fun, so they made the game available to residents on the first floor. As soon as a player configured his keyboard and mouse to his liking, and as soon as that player dismembered his first opponent with a gun, the game was on. In no time the game attracted half of the residents on the floor and even spawned an intra-dorm contest among players. Just as quickly, the game’s title substituted for the actual act of playing the game: “Wanna Half-Life?” Why “Half-Life” in particular? For all the other similar games out there, we always came back to this game because of its accessibility and the appeal of interaction.
    [Show full text]
  • Game Narrative Review Jamesiliff
    Speechless Protagonists, Spatial Storytelling, and Immersive Worlds: Half-Life Game Narrative Review ==================== Author of this review: James Iliff School: University of Southern California Email: [email protected] Year submitted: 2012 ==================== Game Title: Half-Life Platform: PC Genre: First Person Shooter Release Date: November 19, 1998 Developer: Valve Corporation Publisher: Valve Corporation Game Writer/Creative Director/Narrative Designer: Marc Laidlaw Overview In a vast underground science facility in Black Mesa, New Mexico, a cutting-edge experiment in teleportation goes drastically awry. Dr. Gordon Freeman arrives late to his labs on a day like any other, except the entire computer network is oddly incapacitated. His colleagues also complain about their administrator, who has placed rigorous demands on them to continue with the experiment despite pushing scientific limits. The limits were pushed too far, as Dr. Freeman incidentally triggers the Resonance Cascade, in which alien inhabitants of an other-dimensional world, Xen, begin porting directly into the depths of the Black Mesa Facility. Terrorized by these hostile extraterrestrials, scientists scramble to get to the surface and call for help. Soon enough the U.S. Military’s HECU soldiers arrive not to help, but to eliminate all witnesses of the incident, killing aliens and employees alike. Dr. Freeman is forced to battle with an army of highly trained soldiers, until he can regroup with his colleagues and find a way to close the inter-dimensional rift. All the while Freeman is closely watched by the G-Man, a mysterious character who appears throughout the facility keeping tabs as the events unfold. Soon enough Dr.
    [Show full text]
  • 1 | Gameon.Co.Uk Issue 3 Letter from the Editor
    1 | gameon.co.uk ISSUE 3 LETTER FROM THE EDITOR Ahh, time for the third issue already! This issue we have plenty of Fallout (and we’re not talking about the night after a curry) content for you to feast your eyes on. We’re talking previews, reviews and an in- depth look at the history of the series. This should be enough for you to keep your eyes busy until it is released. As if this wasn’t enough, our dedicated columnist is putting his fitness on test, performing a rigourous analysis on his own body to see if he can benefit from a Wii Fit exercise regime. With all the usual bits and bobs in the mag as ever, this should be another packed issue of top notch gaming entertainent for your eyes! Yours, The Editor Disclaimer: The content featured throughout this magazine may contain links to your forum where there may be unsuitable language for children or those of a sensitive nature. We highly suggest that you are at least of the age 13 to visit the forums or click the links within the magazine. 2 | gameon.co.uk INDEX3 WHAT’S IN ISSUE 3 3 • Preview: Fallout 3 meet the team project director 4 • Preview: Cryostasis steve greenfield 5 • Console Breakdown: Sony PSP chief editor steven dawson 7 • Article: Where Did The Line Go? graphics editor 8 • Blast From The Past: Half Life simon bonds 9 • Post Apocalypse - The Fallout Story graphics artist robert whetton 11 • Review: Chuzzle journalists 12 • Review: Gears Of War chris wakefield pete o’brien 14 • The Experiment: Wii Fit neil hetherington johan dahlberg 15 • Review: Speed Racer stuart gunn mohamed magdy 16 • Review: S.T.A.L.K.E.R.
    [Show full text]
  • Half Life 2 Combine Soldier
    Half life 2 combine soldier Continue CombineHalf-Life Series CharacterFour clip symbol seen in propaganda throughout Half-Life: Alyx and Half-Life 2.First gameHalf-Life 2 (2004)Created by Gabe Newell (1)Developed by Gabe Newell, Marc Laidlaw of the Universal Union Combine (/ˈkɒmˌbaɪn/COM-byne) is a multidimensional empire that serves as the main antagonistic force in the 2004 video game Half-Life 2 and subsequent episodes developed by Valve. The plant consists of organic, synthetic and highly mechanized elements. They meet throughout Half-Life 2 and its episodic extensions, as well as Half-Life: Alyx, as hostile non-tester characters as the player progresses through games in an attempt to topple the Earth's Occupation Combine. The combine often manifests itself as brutal rulers over the citizens of the Earth, suppressing dissent with brutality, police using violence and using invasive surgery to turn people into soldiers or slaves. Throughout the game, the player primarily battles transformed people as well as synthetic and mechanical enemies who are the product of the combine technology. In addition to its role in the Half-Life series, the combine was adapted for machinima productions and one type of character Combine was made into plush toys by Valve. The design of the civil protection officer's work Some elements of the plant's appearance, such as the appearance of the eaworker, are inspired by the works of Frank Herbert. The High Striders, seen throughout Half-Life 2 and its subsequent episodes, are based directly on the Martian tripods of Herbert Wells's novel War of the Worlds, which states that the Martians invade Victorian England using tripods as the main weapon.
    [Show full text]
  • Valve Handbook for New Employees
    Originally uploaded to http://cdn.flamehaus.com/Valve_Handbook_LowRes.pdf Handbook courtesy of Valve HANDBOOK FOR NEW EMPLOYEES ============================================================ HANDBOOK FOR NEW EMPLOYEES ======================================================== A fearless adventure in knowing what to do when no one’s there telling you what to do FIRST EDITION 2012 Table of Contents Preface ..................................................... vii How to Use This Book .........................................viii Part 1: Welcome to Valve ........................................ 1 Your First Day Valve Facts That Matter Welcome to Flatland Part 2: Settling In ....................................................7 Your First Month What to Work On Why do I need to pick my own projects?, But how do I decide which things to work on?, How do I find out what projects are under way?, Short-term vs. long- term goals, What about all the things that I’m not getting done?, How does Valve decide what to work on? Can I be included the next time Valve is Dedicated to the families deciding X? Teams, Hours, and the Office of all Valve employees. Cabals, Team leads, Structure happens, Hours, The office Risks What if I screw up?, But what if we ALL screw up? Thank you for helping us make Part 3: How Am I Doing? ............................................25 such an incredible place. Your Peers and Your Performance Peer reviews, Stack ranking (and compensation) Part 4: Choose Your Own Adventure..................................35 Your First Six Months
    [Show full text]
  • Blue Shift S'affiche Automatiquement Au Bout De Quelques Secondes
    Manual FF 21/05/01 14:33 Page 1 VALVE Manual FF 21/05/01 14:33 Page 4 POUR COMMENCER Installation Insérez le CD-Rom du jeu dans votre lecteur de CD-Rom. Si la fonction d'exécution automatique est activée, le menu d'installation de Blue Shift s'affiche automatiquement au bout de quelques secondes. Si la fonction d'exécution automatique est désactivée sur votre ordinateur, double-cliquez sur l'icône "Poste de Travail" qui se trouve sur le bureau de Windows. Double-cliquez sur l'icône de votre CD-Rom. Si le menu d'installation de Blue Shift ne s'affiche pas, double-cliquez sur "autorun.exe" (à la racine du CD-Rom Blue Shift). Suivez les instructions qui vous sont données à l'écran pour installer Blue Shift, Opposing Force ou le Half-Life HD Pack (et bénéficier de graphismes Haute Définition dans tous les épisodes de Half-Life). Configuration minimale Windows 95, Windows 98, Windows Me, Windows 2000 ou Windows NT(service pack 4) Processeur Intel Pentium 233 ou AMD K6-2 32 Mo de RAM 400 Mo d'espace libre sur le disque dur Lecteur de CD-Rom 2x (double-vitesse) Carte graphique capable d'afficher une résolution SVGA en couleurs (16 bits) Carte son compatible Windows Accès Internet 32 bits et modem 28.8+ ou réseau local LAN (pour jouer en mode multijoueur) Configuration recommandée (pour Half-Life HD Pack) Processeur Intel Pentium III ou AMD Athlon 64 Mo de RAM Carte graphique accélératrice 3D nVidia TNT 2, GeForce, 3dfx Voodoo 3 ou supérieure 4 (compatible OpenGL ou Direct 3D) Manual FF 21/05/01 14:33 Page 5 BLUE SHIFT Menu principal Vous pouvez à tout moment accéder au Menu principal de Blue Shift en appuyant sur la touche Echap de votre clavier.
    [Show full text]
  • Video Game Video Game
    WARNING Before playing this game, read the Xbox 360® Instruction Manual CUSTOMER SUPPORT and any peripheral manuals for important safety and health information. Keep all For technical support, visit http://support.steampowered.com. manuals for future reference. For replacement manuals, see www.xbox.com/support or call Xbox Customer Support. LIMITED 90-DAY WARRANTY VALVE LIMITED WARRANTY Important Health Warning About Playing Video Games Valve warrants to the original purchaser of this computer software product that the game disk on which the software programs are recorded will be free from defects in materials and workmanship Photosensitive seizures for 90 days from the date of purchase. If the game disk is found to be defective within 90 days from the A very small percentage of people may experience a seizure when exposed to certain date of purchase, Valve agrees to replace the game disk free of charge upon receipt of the game disk visual images, including fl ashing lights or patterns that may appear in video games. at Valve’s warranty mailing address below, postage paid, with proof of purchase. This warranty shall Even people who have no history of seizures or epilepsy may have an undiagnosed not be applicable and shall be void if, in the judgment of Valve, the defect has arisen through abuse, condition that can cause these “photosensitive epileptic seizures” while watching mistreatment or neglect. video games. These seizures may have a variety of symptoms, including lightheadedness, altered To the maximum extent permitted by applicable law, this limited warranty is in lieu of all other vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, warranties, whether oral or written, express or implied, including any warranty of merchantability confusion, or momentary loss of awareness.
    [Show full text]