Use of Progressive Rock in David Wise's Soundtrack for Donkey Kong
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Show Title the Sentinel's Marvellous Kaleidoscope Show Start 15
The Sentinel's Marvellous Show Title Kaleidoscope Show Start 15:00 Broadcast Date Requirements Status Programmer Nicholas Cooper Show End 17:00 Weekday Monday Cancon 35% 9.09% -25.91% progressive music, fusion Brent O'Toole Description Show Category 21 Guests in Studio New 20% 0.00% -20.00% music, alternative music Hit < 10 Entries: 36 Music 22 CLICK HERE FOR LOG NUMBER KEY 9.09% 0.00% 0.00% 81.82% Log# Start Time End Time Artist / Talk Album / source Label (If New) Song / Language CANCON New Hit Instrumental 44 03:02 03:03 Show Intro 34 Kristofer Maddigan Cuphead - Original Soundtrack - - - Sugarland Shimmy 12 03:06 03:11 Talk 21 Kelly Bailey Half Life 2: Episode 2 OST - - - Sector Sweep Click Clock Wood 21 Grant Kirkhope Banjo-Kazooie: The Soundtrack - - - (Spring) Pokemon Red & Pokemon Blue Super 21 Junichi Masuda Music Collection - - - Battle! (Trainer Battle) 12 03:22 03:27 Talk Keigo Hoashi, Keiichi Amusement Park [Emi Okabe, Kuniyuki Evans' Chaos 21 Takahashi NieR: Automata Original Soundtrack - - - Language] 43 03:33 03:33 Station ID Keiichi Suzuki, Hirokazu 21 Tanaka Earthbound OST - - - Sanctuary Guardian 12 03:35 03:37 Talk Jake Kaufman, Manami An Underlying 21 Matsumae Shovel Knight - - - Problem The Original Donkey Kong Country 2 Stickerbrush 21 David Wise Soundtrack - - - Symphony Kenji Tamamoto, Metroid Prime and Fusion Original 21 Kouichi Kyuma Soundtrack - - - Tallon Overworld 12 03:48 03:54 Talk Katamari on the Rocks 21 Yuu Miyake Katamari Damacy OST - - - [Japanese] 12 03:58 04:02 PSA/PROMO/AD 43 04:02 04:02 Station -
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy Martin J. Zeilinger York University, Canada [email protected] Abstract This essay considers how chipmusic, a fairly recent form of alternative electronic music, deals with the impact of contemporary intellectual property regimes on creative practices. I survey chipmusicians’ reusing of technology and content invoking the era of 8-bit video games, and highlight points of contention between critical perspectives embodied in this art form and intellectual property policy. Exploring current chipmusic dissemination strategies, I contrast the art form’s links to appropriation-based creative techniques and the ‘demoscene’ amateur hacking culture of the 1980s with the chiptune community’s currently prevailing reliance on Creative Commons licenses for regulating access. Questioning whether consideration of this alternative licensing scheme can adequately describe shared cultural norms and values that motivate chiptune practices, I conclude by offering the concept of a moral economy of appropriation-based creative techniques as a new framework for understanding digital creative practices that resist conventional intellectual property policy both in form and in content. Keywords: Chipmusic, Creative Commons, Moral Economy, Intellectual Property, Demoscene Introduction The chipmusic community, like many other born-digital creative communities, has a rich tradition of embracing and encouraged open access, collaboration, and sharing. It does not like to operate according to the logic of informational capital and the restrictive enclosure movements this logic engenders. The creation of chipmusic, a form of electronic music based on the repurposing of outdated sound chip technology found in video gaming devices and old home computers, centrally involves the reworking of proprietary cultural materials. -
Videogame Music: Chiptunes Byte Back?
Videogame Music: chiptunes byte back? Grethe Mitchell Andrew Clarke University of East London Unaffiliated Researcher and Institute of Education 78 West Kensington Court, University of East London, Docklands Campus Edith Villas, 4-6 University Way, London E16 2RD London W14 9AB [email protected] [email protected] ABSTRACT Musicians and sonic artists who use videogames as their This paper will explore the sonic subcultures of videogame medium or raw material have, however, received art and videogame-related fan art. It will look at the work of comparatively little interest. This mirrors the situation in art videogame musicians – not those producing the music for as a whole where sonic artists are similarly neglected and commercial games – but artists and hobbyists who produce the emphasis is likewise on the visual art/artists.1 music by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in It was curious to us that most (if not all) of the writing their own compositions. It will discuss the motivations and about videogame art had ignored videogame music - methodologies behind some of this work. It will explore the especially given the overlap between the two communities tools that are used and the communities that have grown up of artists and the parallels between them. For example, two around these tools. It will also examine differences between of the major videogame artists – Tobias Bernstrup and Cory the videogame music community and those which exist Archangel – have both produced music in addition to their around other videogame-related practices such as modding gallery-oriented work, but this area of their activity has or machinima. -
Spsg Sn76489 User Manual
SUPER PSG VST SN76489 SMS www.alyjameslab.com USER MANUAL 1.0 BY Aly James ©2013-2014 ALYJAMESLAB TABLE OF CONTENTS SUPER PSG VST ..................................................................................................................... 1 INTRODUCTION............................................................................................................................. 3 INSTALLATION............................................................................................................................... 6 CONTROL PANELS ......................................................................................................................... 9 THE SN76489 PSG CHIP ................................................................................................................11 MAIN CONTROLS..........................................................................................................................15 SETTINGS .....................................................................................................................................17 AMP GENERATOR.........................................................................................................................19 PITCH GENERATOR .......................................................................................................................22 ARPEGGIATOR .............................................................................................................................25 SPECIAL - TIMERS & AY-EG ............................................................................................................27 -
Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64
RAREWARE GAMES DONKEY KONG COUNTRY DONKEY KONG COUNTRY 2 DIDDYS KONG QUEST DONKEY KONG 64 PDF-22RGDKCDKC2DKQDK613 | Page: 92 File Size 4,045 KB | 29 May, 2020 TABLE OF CONTENT Introduction Brief Description Main Topic Technical Note Appendix Glossary PDF File: Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey 1/2 Kong 64 - PDF-22RGDKCDKC2DKQDK613 Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 e-Book Name : Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 - Read Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 PDF on your Android, iPhone, iPad or PC directly, the following PDF file is submitted in 29 May, 2020, Ebook ID PDF-22RGDKCDKC2DKQDK613. Download full version PDF for Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 using the link below: Download: RAREWARE GAMES DONKEY KONG COUNTRY DONKEY KONG COUNTRY 2 DIDDYS KONG QUEST DONKEY KONG 64 PDF The writers of Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey Kong 64 have made all reasonable attempts to offer latest and precise information and facts for the readers of this publication. The creators will not be held accountable for any unintentional flaws or omissions that may be found. PDF File: Rareware Games Donkey Kong Country Donkey Kong Country 2 Diddys Kong Quest Donkey 2/2 Kong 64 - PDF-22RGDKCDKC2DKQDK613. -
Virtual Muscularity: a Content Analysis of Male Video Game Characters
Body Image 8 (2011) 43–51 Contents lists available at ScienceDirect Body Image journal homepage: www.elsevier.com/locate/bodyimage Virtual muscularity: A content analysis of male video game characters Nicole Martins a,∗, Dmitri C. Williams b, Rabindra A. Ratan b, Kristen Harrison c a Indiana University, United States b University of Southern California, United States c University of Illinois, Urbana-Champaign, United States article info abstract Article history: The 150 top-selling video games were content analyzed to study representations of male bodies. Human Received 1 April 2010 males in the games were captured via screenshot and body parts measured. These measurements were Received in revised form 4 October 2010 then compared to anthropometric data drawn from a representative sample of 1120 North American Accepted 4 October 2010 men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of Key words: photorealism were also larger than the average American male, but these characters were so much Video games larger that they appeared cartoonish. Idealized male characters were more likely to be found in games Body imagery Cultivation for children than in games for adults. Implications for cultivation theory are discussed. Content analysis © 2010 Elsevier Ltd. All rights reserved. Muscularity Introduction Moore, 1986). This media-driven ideal highlights a lean, muscular physique and a mesomorphic (“V-shaped”) body type (Stanford Much has been written about the sociocultural pressures put & McCabe, 2002). The research in this arena demonstrates that on women to attain unrealistic ideals of physical perfection (Botta, exposure to the male body ideal results in men evaluating their 1999; Grabe, Hyde, & Ward, 2008; Smolak, 2004). -
Rare Has Been Developing Video Games for More Than Three Decades
Rare has been developing video games for more than three decades. From Jetpac on the ZX Spectrum to Donkey Kong Country on the Super Nintendo to Viva Pinata on Xbox 360, they are known for creating games that are played and loved by millions. Their latest title, Sea of Thieves, available on both Xbox One and PC via Xbox Play Anywhere, uses Azure in a variety of interesting and unique ways. In this document, we will explore the Azure services and cloud architecture choices made by Rare to bring Sea of Thieves to life. Sea of Thieves is a “Shared World Adventure Game”. Players take on the role of a pirate with other live players (friends or otherwise) as part of their crew. The shared world is filled with other live players also sailing around in their ships with their crew. Players can go out and tackle quests or play however they wish in this sandboxed environment and will eventually come across other players doing the same. When other crews are discovered, a player can choose to attack, team up to accomplish a task, or just float on by. Creating and maintaining this seamless world with thousands of players is quite a challenge. Below is a simple architecture diagram showing some of the pieces that drive the backend services of Sea of Thieves. PlayFab Multiplayer Servers PlayFab Multiplayer Servers (formerly Thunderhead) allows developers to host a dynamically scaling pool of custom game servers using Azure. This service can host something as simple as a standalone executable, or something more complicated like a complete container image. -
Revista Nintendoblast N37.Pdf
EDIÇÃO Nº37 OUT/2012 cc BY NC ND ÍNDICE A volta do camundongo mais querido do mundo! Mickey talvez seja o único personagem mais conhecido mundialmente do que Mario. No entanto, é certo que ele esteve, por muitos anos, longe dos holofotes quando o assunto é videogame. Dando seguimento ao grande trabalho de Epic Mickey (Wii), suas duas continuações prometem reviver os anos dourados do camundongo da Disney com muito estilo no Wii, 3DS e até Wii U. É claro que nós não deixaríamos esse lançamentos tão aguardados passarem sem fazer uma Prévia a cada um, não é? Além das Prévias de Epic Mickey 2: Poder em Dobro e Epic Mickey: Power of Illusion, você ainda confere o Perfil do Mickey, que mostra toda a sua trajetória pelas mais variadas plataformas. Óbvio que não poderíamos falar de Mickey no universo dos games sem citar Castle of Illusion, não é? O clássico para Mega Drive recebeu um glorioso Blast from the Past para fazer qualquer fã morrer de saudade. Além dessas e de muitas outras matérias, trazemos ainda o Especial: 3 anos de Revista Nintendo Blast, afinal, não é todo dia que nossa querida revista assopra velinhas, não é? – Rafael Neves PERFIL ESPECIAL 07 Mickey Mouse 3 Anos de Blast 37 BLAST FROM THE PAST ESPECIAL Castle of Illusion Do Project Café 11 (Mega Drive) para o Wii U 44 PRÉVIA DISCUSSÃO MAIS ONLINE! Epic Mickey: Power O Potencial do 13 of Illusion (3DS) StreetPass PRÉVIA DEVELOPERS Epic Mickey 2: The 17 Power of Two (Wii) Gunpei Yokoi BLAST BATTLE ANÁLISE Paper Mario x Pokémon Black 2 23 Mario & Luigi & White 2 (DS) CHRONICLE MYTHBLASTERS -
Banjo Kazooie Wii Wad 12
1 / 2 Banjo Kazooie Wii Wad 12 Nov 22, 2000 Prima's Official Banjo-Tooie Strategy Guide is a guide for Banjo-Tooie published and ... Banjo Kazooie Wii Wad 12 by erinsturboxt - Issuu.. A recent schedule listing on the Wii U virtual console suggested that Banjo-Kazooie and Blast Corps. will come to the platform soon, but .... This app is developed by the group of just Banjo Kazooie Wii Wad 12l 1 new. Place your base WAD and your rom of choice in this folder. For the wii? VC injection .... ... Multiplayer 1.4.2 + Dynamic Update, (This post was last modified: 29-12-2015, 05:36 PM by. ... Road (Multiplayer 1.1) SM64 Music (7) Banjo-Kazooie - Bubblegloop Swamp: Donkey Kong ... Will star road multiplayer ever be a WAD for wii?. comWelcome to the home of Wii WADs - WiiWAD. ... Nintendo 64 is a collecting game that follows the tradition of N64 games like "Banjo-Kazooie. ... that were available on the Virtual Console for the Wii in North America. wad,,,at Jan 12, 2010 .... Banjo Kazooie Wii Wad 12. June 11 2020 0. banjo kazooie rom, banjo kazooie, banjo kazooie n64, banjo kazooie smash, banjo kazooie nuts and bolts, banjo .... Imagine playing Mario 64 and Banjo-Kazooie again. The emulator ... So, the injected WAD can be used on Wii, vWii and Dolphin Emulator. ... If you like N64 games as Tom & Jerry: Fists of 12 Apr 2020 Compatibility list for Wii U N64 Injection.. Banjo Kazooie Wii Wad 12 REPACK. 2021.01.18 23:50. 関連記事. CORELDRAW GRAPHICS SUITE X7 2 WIN64-XFORCE Keygen meloscoob. -
The Nintendo 64: Nintendo’S Adult Platform? the Dichotomy of Nintendo And
THE NINTENDO 64: NINTENDO’S ADULT PLATFORM? THE DICHOTOMY OF NINTENDO AND CHILDREN’S VIDEO GAMES by Nicholas AshmorE, BA, TrEnt UnivErsity, 2016 A Major ResEarch ProjEct prEsEnted to RyErson UnivErsity in partial fulfillmEnt of thE rEquirEmEnts for thE dEgrEE of Master of Arts in thE English MA Program in LiteraturEs of ModErnity Toronto, Ontario, Canada, 2017 ©Nicholas AshmorE 2017 1 Contents Author’s DEclaration 2 Introduction 3 Toys, Or ElEctronics?: A BriEf History of Nintendo and ChildrEn’s EntertainmEnt 6 LEssons From Childhood StudiEs and Youth: ThE Adult Hand, Child PlayEr, and NostalgiA 11 Nintendo’s GamEs: ThE PowEr of ExclusivE SoftwarE 15 PhasE OnE: Launch, Super Mario 64, and ChildrEn’s VidEo GamEs 17 PhasE Two: 1998 and thE First Turning Point 22 PhasE ThrEE: ThE Dichotomy of MaturE GamEs: 2000 Onward 26 Conclusion 30 Works Cited 31 Video GAmEs Cited 33 Appendix 34 2 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A MAJOR RESEARCH PROJECT I hereby declare that I am the sole author of this MRP. This is a true copy of the MRP, including any required final revisions. I authorize Ryerson University to lend this MRP to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this MRP by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my MRP may be made electronically available to the public. 3 Introduction WhEn thE Nintendo 64 was rElEasEd in 1996, TIME Magazine gavE it thE distinction of “MachinE of thE YEar,” arguing that Nintendo had rEvitalized thE somEwhat stagnant vidEo gamE consolE markEt of thE 1990s, which had offErEd littlE morE than incrEmEntal hardwarE upgradEs and mostly unsuccEssful add-on dEvicEs. -
Designing Gameplay Researching and Testing Nintendo’S Game Design
Designing Gameplay Researching and testing Nintendo’s game design Malin Ribäck Arcada Biblioteket och Språkenheten Helsingfors 2019 EXAMENSARBETE Arcada Utbildningsprogram: Mediekultur Identifikationsnummer: 6847 Författare: Malin Ribäck Arbetets namn: Gameplays design – Undersökning och test av Nintendos speldesign Handledare (Arcada): Mirko Ahonen Uppdragsgivare: Sammandrag: Studien gick ut på att utforska hur spelföretaget Nintendo designar gameplay. För att testa resultaten i praktiken skapades ett game design-dokument. Därför börjar arbetet med att diskutera vad game design-dokument är och vad de används för. Game design-dokumentet som gjordes i samband med studien är en kombination av det huvudsakliga game design- dokumentet och ett konceptdokument. Därför tar arbetet också upp skillnaderna mellan dessa dokument. För att utreda hur Nintendo designar gameplay utfördes en litteraturundersökning. Materialet som användes i litteraturundersökningen består av intervjuer. Majoriteten av intervjuerna härstammar från Nintendos egen hemsida. För att utforma en teori tar arbetet upp några befintliga teorier för hur Nintendo designar sina spel. För att kunna diskutera Nintendos gameplay definieras gameplays koncept genom att diskutera olika definitioner av olika författare som tar upp ämnet i fråga. Litteraturundersökningen inleds med en presentation av varifrån materialet för studien har kommit. Inledningsvis tar också arbetet upp två viktiga spelutvecklare från Nintendo, för att ge insikt i varför just de personerna är viktiga. För att presentera en helhet över hur Nintendo designar gameplay studeras, organiseras, presenteras och diskuteras innehållet från litteraturundersökningen. Resultatet från undersökningen visar bland annat att när Nintendo designar sina spel, fokuserar man på följande saker: Att göra spelen användarvänliga, att formge dem enligt deras funktion, att göra spelvärlden responsiv i förhållande till spelaren och att undvika störa eller avbryta spelarens inlevelse i spelet. -
COMMUNIQUÉ DE PRESSE Création De Jeux Vidéo: 2E Appel À Projets
Bureau d’information et de communication Rue de la Barre 2 1014 Lausanne COMMUNIQUÉ DE PRESSE 14 projets soumis et trois lauréats Création de jeux vidéo: 2e appel à projets cantonal Les projets primés dans le cadre de la deuxième édition du soutien destiné à la création de jeux vidéo se nomment Soup Raiders, Wild Planet et Eternalis. Respectivement jeu de rôle tactique, d’aventure futuriste et d’action en 3D, ils ont séduit le jury par leur originalité artistique, leur jouabilité ainsi que leur aspect innovant. Leurs créateurs ont reçu des sommes de 10’000 à 15'000 francs pour les aider à franchir des étapes de travail importantes. Deux d’entre eux, passant à la phase de préproduction, peuvent aussi profiter d’un coaching personnalisé d’une valeur de 5000 francs chacun. La création de jeux vidéo alliant dessin, musique, écriture, mise en scène et innovation, a trouvé sa place dans la politique culturelle vaudoise. Installés dans le canton à Chavannes-près-Renens, Montreux et Lausanne, les studios primés ont reçu respectivement deux fois 15'000 francs et une fois 10'000 francs. Deux des trois projets prêts à passer à la phase de préproduction peuvent aussi bénéficier d’un coaching personnalisé d’une valeur de 5'000 francs chacun. Les 50'000 francs prévus pour cet appel sont engagés par le Service des affaires culturelles (SERAC) dans le cadre de sa politique de soutien aux activités culturelles. La remise des prix aux lauréats par Cesla Amarelle, conseillère d’Etat en charge du Département de la formation, de la jeunesse et de la culture (DFJC), prévue initialement au Numerik Games Festival malheureusement annulé en raison de la crise sanitaire, s’effectue cette année par courrier et sa communication par l’intermédiaire d’une capsule vidéo.