January 1998
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Exhibit Opens February 6 Page 2 Royal Ball Weekend 7 3 New Exhibit 11 A.M.–4 P.M
Winter 2016 • Volume 6 • Issue 2 News and Events for Members, Donors, and Friends P L AY Time Build, Drive, Go Now Open 4 Rainbow Fish Musical 5 Pirate Island Weekend 6 Race to Win School Break6 Exhibit Opens February 6 Page 2 Royal Ball Weekend 7 NEW E XHIBIT XHIBIT E NEW Don't miss Micro Sprint Put the pedal to the metal at the Hot Wheels™: Race to Win™ race car driver Mike Austin exhibit opening on Saturday, February 6. February 6! 11 a.m.–4 p.m. Explore all that goes into the sport Yellow Zone a race car driver’s uniform, and explore Get ready for the ride of your life at the of racing—including the design, different styles of racing with displays What makes a car go? Get revved up opening of the Hot Wheels: Race to Win development, and testing of about three famous drivers—Jamie in the Yellow Zone as you examine exhibit. Meet local Micro Sprint race car cutting-edge car technology—in McMurray (NASCAR), Sarah Fisher the moving parts of a real engine to driver Mike Austin and check out one a quest for record-breaking speed (IndyCar), and Antron Brown learn how it provides power to turn of his real-life race cars. and precision. (Top Fuel). the crankshaft and gears which cause Become part of the race team and the wheels to spin. Become part of Red Zone burn up the track in four immersive the engine yourself by turning axles connected to a dragster and an Round the corner and head into the environments that simulate a racing Red Zone to learn about the most garage and a trackside pit. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
2006 DICE Program
Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive enter- tainment industry’s best and brightest to discuss the trends, opportunities and chal- lenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplish- ments, and we encourage every Summit attendee to join us on Thursday evening Joseph Olin, President for the ninth annual Interactive Achievement Awards®, held at The Joint at the Academy of Interactive Hard Rock Hotel. The creators of the top video games of the year will be honored Arts & Sciences for setting new standards in interactive entertainment. Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s confer- ence will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment. -
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. -
Shigeru Miyamoto, the Heart of Nintendo
Topical Educational Website Definition Denise Bondoc Name of website: Shigeru Miyamoto, the heart of Nintendo Purpose of the website: inform and educate viewers about the history and accomplishments of Shigeru Miyamoto, the creator of numerous popular Nintendo game series. Intended Audience/Viewers: Nintendo fans Game developers Game producers Game designers Objectives of Website: Provide information on Miyamoto’s early life before his gaming career Provide background about his emergence in Nintendo Provide information about each of his works including: o Mario o Donkey Kong o Legend of Zelda o Star Fox o F-Zero o Pikmin o Wii Series Show how he impacted Nintendo CONTENT OUTLINE Homepage Title: Shigeru Miyamoto, the Heart of Nintendo 3 Primary Pages: o Early Life o Rising Success . 1977-1984: Arcade Beginnings . 1985-1989: NES/Famicom . 1990-2000: SNES and N64 . 2000-2011: Gamecube, Wii, and DS . 2011-Present: Wii U and 3DS o Gameography 5 Secondary Pages: o Awards o Photo Gallery o Videos o Contact o References Slider Visuals 80555669_7cc4e5aff8_z. N.d. Know Your Meme. Web. 27 Oct. 2014. <http://knowyourmeme.com/memes/people/shigeru-miyamoto>. Conrad, Fred R. 12nintendo-web-superJumbo. N.d. The New York Times. The New York Times. Web. 27 Oct. 2014. <http://www.nytimes.com/2013/03/12/arts/video- games/shigeru-miyamoto-of-nintendo-on-wii-u-sales-and-game-violence.html>. 446023. N.d. Alpha Coders. Web. 27 Oct. 2014. <http://wall.alphacoders.com/by_sub_category.php?id=214329>. 445780. N.d. Alpha Coders. Web. 27 Oct. 2014. <http://wall.alphacoders.com/by_sub_category.php?id=214329>. Thumbnail Visuals Shigeru-Miyamato-1995. -
POSTMORTEM STAR WARS: SHADOWS of the EMPIRE by Mark Haigh-Hutchinson
POSTMORTEM STAR WARS: SHADOWS OF THE EMPIRE by Mark Haigh-Hutchinson hadows of the Empire is an action game originally developed for the 56 Nintendo 64 video game console. It formed part of a multimedia Star Wars event consisting of a novel, soundtrack, toy line, comic books, SStrading cards, and other related merchan- dising. The Nintendo 64 version was released in December of 1996, and has proven to be very popular with over one million copies shipped to date. The IBM PC version was released in early September of 1997, and has enhanced cut scenes, Red Book audio (both music and voice), and high-resolution graphics. It requires the Dinner in Kyoto, Japan, August 1996. (Left to right: Don James, Hiro Yamada, Mark Haigh-Hutchinson, Shigeru Miyamoto, Kenji Miki.) use of a 3D accelerator card. GAME DEVELOPER JANUARY 1997 http://www.gdmag.com Images courtesy of LucasArts Entertainment Company LLC, © 1997. 24-bit graphics. Eventually, we would have to change our programmers’ com- puters to INDYs (still powerful machines) to install the Nintendo 64 development systems. In addition, we were fortunate that LucasArts allowed us to obtain a Silicon Graphics ONYX supercomputer. This impressive and somewhat expensive refrigerator-sized computer boasted Reality Engine 2 graphics hardware, four the INDY. This later became known as Why Shadows? R4000 CPUs, and 256MB of RAM. It the Revision 1 board, but on inspection became an essential part of our develop- it was extremely “clean” — no wire ack in the summer of 1994, ment equipment, as it was the only wraps or other temporary items in B LucasArts was exploring the pos- hardware available that could possibly sight. -
Nintendo CSR Report 2018
Nintendo CSR Report 2018 We define corporate social responsibility (CSR) activities as activities for “Putting Smiles on the Faces of Everyone Nintendo Touches.” This report is a digest version, setting out the key CSR activities Nintendo has been working on. Please refer to the Nintendo Co., Ltd. website for more detailed information about our CSR activities. We welcome your opinions and comments about CSR Report 2018 on our website. Company Name Nintendo Co., Ltd. Reporting Scope The scope of this report covers the activities and data of the Nintendo Group (Nintendo Co., Ltd. and its major subsidiaries). To the extent that the scope for any information in this report differs, it is explicitly identified as such. For the purposes of this report, the term “Nintendo” refers to the entire Nintendo Group. Nintendo Co., Ltd. is referred to by its complete name. Reporting Period This report is focused on activities occurring in fiscal year 2017 (from April 2017 through March 2018), but includes some recent activities and some prior to fiscal year 2017. Publication Dates July 2018 (Next report: July 2019 Prior report: August 2017) Detailed Version (website) www.nintendo.co.jp/csr/en Business Overview Nintendo Group Business Overview We, at the various locations of the globally operating Nintendo Group, continuously strive to deliver smiles to our stakeholders on a daily basis. Nintendo of America Inc. Employees Subsidiaries (consolidated) Nintendo Co., Ltd. Employees Total Regional Consolidated Net Sales 25 1,126 (April 1, 2017 - March 31, 2018) Women Men Nintendo of Europe GmbH Other Total 392 734 Japan Employees (consolidated) billion yen 84.3 billion yen 34.8% 65.2% 8.0% 261.1 2,191 24.7% 5,501 Women Men 394 1,797 Europe Total 18.0% 82.0% 268.9 billion yen (as of the end of March 2018) 25.5% 1,055.6 billion yen Nintendo of America Inc. -
ESRB Celebrates 20 Years of Rating Video Games and Apps
FOR IMMEDIATE RELEASE Contact: Beth Llewelyn 206.406.5027 September 16, 2014 [email protected] ESRB Celebrates 20 Years of Rating Video Games and Apps From Rating Games to Enforcing Advertising Guidelines to Serving as a COPPA Safe Harbor, ESRB Empowers Parents and Advances Industry Best Practices NEW YORK, NY – Mario, Sonic, Master Chief, Ratchet and Clank, Lara Croft, Snake, and countless other video game characters have shared one thing in common over the last 20 years: they’re all featured in a game that carries an Entertainment Software Rating Board (ESRB) icon. Today, the ESRB, the organization that assigns age and content rating information to video games and apps, celebrates 20 years of rating interactive content, helping and educating parents, and ensuring the $21 billion video game industry markets their games responsibly. Consistently praised by government officials1 and consumers as the most effective entertainment rating system, ESRB ratings have appeared on nearly every computer or video game sold at retail in North America over the last 20 years. As the industry moved to various forms of digital delivery, ESRB led by introducing a digital rating service in 2012 to rate digitally delivered games and apps that made getting a rating easy, fast, and cost-free for developers. Today, whether playing a game on a video game console, computer, and increasingly a mobile device, parents can find the trusted and familiar ESRB rating icons. “We are very proud of all that we have accomplished over the last 20 years, but we are even more excited about our future,” said Patricia Vance, president, ESRB. -
Blaster CD-R 4210 Is an Internal Multisession-Capable 2Xwrite/4Xread Drive with a 1MB Buffer
FOR PC FANATICS DON'T BUY THAT SOUND CARD YET! The Next Generation of Audio Technology Unveiled 500MHz CPUs Revealed in a Fast Forward Report 12 Steps to Amazing 3D Images with Rhino3D (on the bootDisc!) NEW! White Paper Explains the Secrets of RAM .._____________..--- INTEL'S NEW PROCESSOR FINALLY ? FULFILLS THE PENTIUM'S PROMISE ~~~·AND MAKES YOUR MULTIMEDIA SCREAM!!! plus: oootWorthy PDAs Power in Your Pocket Wha1 Will PCs Be like In The Future? To Find Out, look Into t·he Next Millennia o~ you can own a P: of the future. Micron E l ectron i c~ '" has int~grate~ its award-winning M ill en.ni a platform N with the new MMX · technology from Intel. Introducmg the Mtllenma MXE, the latest system 111 the Mill ennia se ri es that's perfect fo r the most uncompromising home or office user. T he M illennia MXE delivers a significant in crease in processing speed ove r classic Pentium-based systems, improving your producriviry. Featuring the exciting new MMX technology, the Millennia MXE accelerates existing and emerging multimedia and communication software, enriches yo ur Internet experience, and dramatically improves graphics, video and audio qualiry. And the Millennia MXE is fully compatible with all your ex isting appli cations. T hat means yo u don't have to upgrade your software un ti l you're ready. Plus the M illennia MXE reduces yo ur cost of ownership. With the MMX technology onboard, yo u can benefit from economi cal software solutions for multimedia and communication enhancements that currently require expensive hardware dev ices. -
ROCKET JOCKEY Is the Three-Tiered Gladiatorial Field Sport of the Athletically Will Keep You Ahead of the Pack
jockey «0 J 9 Vi * i r \ t! VA ; KIDS 10 ADULTS \ r CONTENT RATED BY ESRB wINDOWS® 95 / PC CDROM ?T‘ DEVELOPEDmBY Mi CONTENTS Gladiators of the Dirt Arena 2 I . Getting Started ..... 4 1 System Configuration . 4 (Bp Installing the Software . 4 Re-Installing the Software 4 Un-Installing the Software 5 Loading the Game 5 Controls 6 Options . 8 Rev Up the Action ~ 10 Riders’ Lounge: Selecting a Jockey 10 The Pits: Selecting a Rocket 11 OH Arena: Selecting a Contest Mode 12 Clipboard: Selecting a Circuit & Arena 13 & Bodily Injury Liability Waiver 13 5? Instrument Panel Display .14 i* ;;,i . Riding the Rockets ... 16 Learning the Cables 17 Strategies 17 Rocket War 19 Rocket Race A.... 21 r Rocket Ball ...... 23 Accessories & Hazards 24 Troubleshooting 28 f'5 Credits 29 k »• GLADIATORS OF THE DIRT ARENA A unique all-purpose cable system helps maneuver the rocket and does A few discerning sportsmen have asked, “Is there a game like soccer or double duty as a weapon. Launch a cable to lasso and bulldog opponents, lacrosse where the ball could explode at any moment?” Or ’’Where can I drag lash them to pylons, or bounce their candybutts around the arena. someone around on their face at the end of a steel cable in front of a cheering The Challenge crowd?” And still others ask, “Is there a sport where Your choice of riders and rockets is only I maneuver through a grueling pylon course and the the beginning of your strategy. The moves only thing between me and a concrete wall might be are fast. -
2006 IAA Program
9th Annual Interactive Achievement Awards WELCOME Welcome to the Academy of Interactive Arts and Sciences’® fifth annual D.I.C.E. Summit™. The Academy is excited to provide the forum for the interactive entertainment industry’s best and brightest to discuss the trends, opportunities and challenges that drive this dynamic business. For 2006, we have assembled an outstanding line-up of speakers who, over the next few days, will be addressing some of the most provocative topics that will impact the creation of tomorrow’s video games. The D.I.C.E. Summit is the event where many of the industry’s leaders are able to discuss, debate and exchange ideas that will impact the video game business in the coming years. It is also a time to reflect on the industry’s most recent accomplishments, and we encourage every Summit attendee to join us on Thursday evening for the ninth annual Interactive Joseph Olin, President Achievement Awards®, held at The Joint at the Hard Rock Hotel. The creators of the top Academy of Interactive video games of the year will be honored for setting new standards in interactive entertainment. Arts & Sciences Thank you for attending this year’s D.I.C.E. Summit. We hope that this year’s conference will provide you with ideas that spark your creative efforts throughout the year. The Academy’s Board of Directors Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment.