USER MANUAL ©2000 the 3DO Company
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
IGDA Online Games White Paper Full Version
IGDA Online Games White Paper Full Version Presented at the Game Developers Conference 2002 Created by the IGDA Online Games Committee Alex Jarett, President, Broadband Entertainment Group, Chairman Jon Estanislao, Manager, Media & Entertainment Strategy, Accenture, Vice-Chairman FOREWORD With the rising use of the Internet, the commercial success of certain massively multiplayer games (e.g., Asheron’s Call, EverQuest, and Ultima Online), the ubiquitous availability of parlor and arcade games on “free” game sites, the widespread use of matching services for multiplayer games, and the constant positioning by the console makers for future online play, it is apparent that online games are here to stay and there is a long term opportunity for the industry. What is not so obvious is how the independent developer can take advantage of this opportunity. For the two years prior to starting this project, I had the opportunity to host several roundtables at the GDC discussing the opportunities and future of online games. While the excitement was there, it was hard not to notice an obvious trend. It seemed like four out of five independent developers I met were working on the next great “massively multiplayer” game that they hoped to sell to some lucky publisher. I couldn’t help but see the problem with this trend. I knew from talking with folks that these games cost a LOT of money to make, and the reality is that only a few publishers and developers will work on these projects. So where was the opportunity for the rest of the developers? As I spoke to people at the roundtables, it became apparent that there was a void of baseline information in this segment. -
Week 2: Game Theory // History & Origins // Industry Stats
NMED 3300(A) // Theory and Aesthetics of Digital Games Friday Genre Discussions / Play Sessions Schedule, Spring 2016 Mondays and Wednesdays will consist of lectures. Fridays will be broken into two sessions. The first will take place in W866 where we will discuss particular genres and look at select examples. The second session will take place in W560 and will consist of hands-on gameplay (1 hour) of the games covered earlier in class. Some Rules for W560 Usage: 1. Please be considerate of others in the lab and those working in adjacent offices/classrooms by keeping noise to a minimum, 2. Please note that food and drink are not allowed in W560, except water if it is contained in a non-spillable container (with a screw-top or sealable cap) 3. Only students with official access are allowed in these labs (you cannot bring friends into the lab, sorry), 4. Please be gentle with equipment, consoles, and peripherals as a lot of the equipment is David’s personal property and much of the equipment is old and getting more difficult (if not impossible) to replace. 5. Finally, do not leave discs in consoles and make sure consoles and televisions are turned off when you are finished and that the area where you were working is clean and tidy. Notes on Gameplay Sessions in W560: Please keep the volume of the monitors and verbalizations to a minimum. Have a look at each of the games listed for that week’s gameplay sessions by consulting reviews/criticism, gameplay video, screenshots. As many games are released on multiple platforms and are often emulated, make sure you are viewing information for the correct version (platform, year). -
History of Video Games-Wikipedia
History of video games From Wikipedia, the free encyclopedia The Atari VCS was a popular home video game console in the late 1970s and early 1980s. Pictured is the four-switch model from 1980–1982. An Atari CX40 joystick controller, with a single button The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research or just for fun. At M.I.T. in the 1960s, professors and students played games such as 3D tic-tac-toe and Moon Landing. These games were played on computer such as the IBM 1560, and moves were made by means of punch cards. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world. One of the early games was Spacewar!, which was developed by computer scientists. Early arcade video games developed from 1972 to 1978. During the 1970s, the first generation of home consoles emerged, including the popular game Pong and various "clones". The 1970s was also the era of mainframe computer games. The golden age of arcade video games was from 1978 to 1982. Video arcades with large, graphics- decorated coin-operated machines were common at malls and popular, affordable home consoles such as the Atari 2600 and Intellivision enabled people to play games on their home TVs. -
Innovation in the Video Game Industry: the Role of Nintendo
Department of Business and Management Course of Managerial Decision Making Innovation in the video game industry: the role of Nintendo Prof. Luigi Marengo Prof. Luca De Benedictis SUPERVISOR CO-SUPERVISOR Fulvio Nicolamaria ID No.705511 CANDIDATE Academic Year 2019/2020 To those who belong to my past, that have made me what I am and to those who belong to my present, who give me the strength to advance 2 Foreword Writing a paper with the gaming industry as one of the main themes may seem, in the eyes of the reader that is not properly involved in the subject, as something atypical and far from the academic conception of what should be debated in a thesis. However, in a work that concerns Economics, even an industry dedicated solely to entertainment like that one of video game can be an interesting challenge. Moreover, each thesis should aim to develop researches on new topics and to process the results. What better way to do this if not by exploring overlooked fields of research? The idea of a work involving Nintendo company as the main topic was among the possible research options, and choosing it as the theme to conclude the Master Degree was the goal I had proposed to myself for a long time. The involvement of the subject of innovation comes from the belief of its importance; since these two themes, innovation and Nintendo, could be easily combined, it was natural to create this work in some way dual. Making available to any reader topics so far from usual ones, without sacrificing the academic character of the paper, was both a challenge and a target. -
Armageddon's Blade Manual (Pdf)
Table of Contents Section I Letter from Lucifer Kreegan....................................................................................................................2 Section II What’s New?...............................................................................................................................................................4 Section III Playing Heroes™ III: Armageddon’s Blade™ & Version Compatibility .......6 Section IV Campaign Games ..............................................................................................................................................9 Section V Conflux Towns & Creature Reference ..................................................................................13 Section VI Neutral Creatures.......................................................................................................................................18 Section VII Conflux Heroes .............................................................................................................................................21 Section VIII New Hero ...........................................................................................................................................................23 Section IX Customer Support and Troubleshooting ...........................................................................24 © 1999 The 3DO Company. All Rights Reserved. 3DO, Heroes of Might and Magic, Heroes, Armageddon’s Blade, New World Computing, and their respective logos, are trademarks and/or -
1 Japanese Video Game Industry Japanese Economy Division
Industrial Reports (c) JETRO, 2007 Japanese Video Game Industry Japanese Economy Division Summary In 2005, shipments of home video games increased for the first time in four years, bolstered by launches of the Nintendo DS and Sony PlayStation Portable. Next-generation game consoles, such as the Nintendo Wii and Sony PlayStation 3 to be marketed from the end of 2006, are expected to further expand the home video game market into 2007. Since the release of Nintendo’s Family Computer (Famicon) in 1983, Japan’s electronic game industry has come to depend on home video games to such an extent that it can be interchangeably called the game console industry. In recent years, the spread of broadband, flat-rate telecommunications services has enabled new platforms for games, such as online and mobile, further broadening the industry’s base. This report, however, covers only the home video game industry, which still accounts for a significant portion of the industry. 1. History of video game industry Japanese video game companies have been overwhelmingly competitive in the international market, but competition in the hardware sector has intensified in recent years, following the entry of Microsoft. A. Desktop game consoles The industry dawned with the runaway success of the Atari 2600, a home game device with a plug-in ROM cartridge, which was launched by Atari in the U.S. market in 1977. Third-party software could be developed freely, because Atari made the programming specifications openly available. As a result, numerous software packages appeared and were well received by users. Over time, however, user support steadily weakened as inferior software also began to circulate. -
Heroesww-Manual
USER_ffiAITU AL © 2000 The 3DO Company. All Rights Reserved. 3DO, Heroes, Might and Magic, New World Computing and their respective Logos, are trademarks and/or service marks of The 3DO Company in the U.S. and other countries. All other trademarks belong to their respective owners. The software and related manual for this 3DO product are copyrighted. No portion of this product may be photocopied, scanned, translated, reproduced, copied or reduced to any tangible or electronic medium or machine-readable form, or publicly performed or displayed, without the prior written consent of The 3DO Company. The owner of this product is entitled to use the software and related manual for his or her own use, but is not entitled to reproduce and distribute any copies of the software or manual to any other individual or entity; nor to rent or lease this product or any copy thereof to any third party. Uses Bink Video Technology. © 1997 - 1998 by RAD Game Tools, Inc. Uses Smacker Video Technology. © 1991 - 1998 by RAD Game Tools, Inc. Windows95, Windows98, and DirectX are trademarks of the Microsoft Corporation . tABLE OF CorrtErrts LEttER._FR._Offi tAR[IUffi .............................. 3 GEttirrG stARjED .................................. 4 AD"VEITtv Rf: mAP .................................... 5 ADVETitURJ: LOCAtions ............................. 7 WA ITO E RIITG CRJ:AtURJ:S ............................ s ADVEITtURJ: ffiAP CUR$0 R$ .......................... s SYStEm OPtions ................................... 10 i IT F 0 R._ffi At i 0 TI A L D i S P LAYS . 12 t HE HE R._O SC Rf: E TI ................................. 12 HE R._O t Rfi Di TI G .................................... 11 COII1BAt .......................................... 18 town ........................................... -
Heroes of Might and Magic
® Player Manual Section I Table of Contents Section I Introduction......................................................................................................................................................................3 Section II Interface Reference ..............................................................................................................................................7 Main Menu ................................................................................................................................................................................8 Adventure Map ....................................................................................................................................................................13 Heroes and the Hero Screen ................................................................................................................................23 Skills ..................................................................................................................................................................................................33 Combat ............................................................................................................................................................................................40 Towns ...............................................................................................................................................................................................49 Magic System .........................................................................................................................................................................55 -
Heroes of Might and Magic © 1995 the 3DO Company
PMN 220-001 Heroes of Might and Magic © 1995 The 3DO Company . All Rights Reserved Second Edition The enclosed software program and this manual are copyrighted. All rights reserved. This manual may not be copied, photographed, reproduced, or reduced to any electronic medium or machine readable form, in whole or in part, without prior written consent from The 3DO Company. Portions of the program accompanying this book may be copied, by the original purchaser only, as necessary for use on the computer for which it was purchased. Designed and Directed: Jon Van Caneghem Heroes of Might Additional Design: Phil Steinmeyer Debbie Van Caneghem and Magic Lead Programming: Phil Steinmeyer Programming: Mark Caldwell George Ruof Todd Hendrix Bob Rakosky Michael Sean Clement Art Director: Julia Ulano Artists: Bonita Long-Hemsath Joel Payne Mike Winterbauer Music and Sound Design: Rob King Town Themes: Paul Romero Rob King Orchestral Arrangements: Paul Romero Classical Guitar: Frank Simes Harpsichord: Paul Romero Percussion: Rob King Writing and Manual: Rozita Tolouey Deane Rettig Bruce Schlickbernd Bill Fawcett William R. Forstchen Manual Illustration: April Lee Scenarios: Jon Van Caneghem Christian Vanover Clayton Retzer Mark Palczynski QA Manager: Peter Ryu Testing: Bryan Farina Douglas Rothman Pavel Vesely Walter Johnson Scott White Mark Caldwell George Ruof Scott McDaniel Benjamin Bent Deane Rettig Clayton Retzer Craig Konas Mark Palczynski Christian Vanover Table of Introduction 5 Contents Tutorial 8 Main Menu 20 New Game and Load Game 21 Standard -
Sega and the Demise of the Dreamcast by Darryl Reeves
Sega and The Demise of the Dreamcast by Darryl Reeves Sega has had a long and inconsistent history in the videogame industry. The Japanese company has released numerous game systems, system add-ons, and actual games since the 8-bit days of the Sega Master System. Sega no longer manufactures video game systems but they are still going strong in the video game industry as a software maker. Many hardware manufacturers have come and gone throughout the short history of console games (3DO, Neo-Geo, Atari, Phillips, etc.) but Sega is arguably the most interesting case because they once held a solid grasp of the video game world in the face of fierce competition from Nintendo. So the question arises, what went wrong? The best way to examine this issue is to analyze their efforts at making competitive hardware systems and look at their last foray into the very expensive videogame hardware industry: the Dreamcast. What started out as a very promising comeback for Sega ended up in failure and their subsequent exit from the hardware market. In the case of the Dreamcast, Sega’s lack of financial muscle, their rush to market, and failure to learn from past mistakes caused this exit despite a worthy system, creative games and marketing, and a huge head start to market in comparison to the competition. Sega According to Sega of America’s website (www.sega.com), Sega’s beginning dates back to 1940 when the company was called Standard Games and based in Honolulu, Hawaii. The company moved to Tokyo, Japan in 1952 and was renamed Service Games of Japan. -
SEVEN GENERATIONS of GAMING Erik Persson & Jonas Medin
SCHOOL OF ECONOMICS AND MANAGEMENT Lund University Department of Business Administration SEVEN GENERATIONS OF GAMING Erik Persson & Jonas Medin BUSM36 (ECTS 15) Advisor Master Thesis Christer Kedström Abstract Title: Seven generations of gaming Seminar date: 2009-06-04 Course: BUSM36 Authors: Jonas Medin, Erik Persson Advisor: Christer Kedström Key words: Console, Key factors, Game, Installed base, Lockout, Lock-in, Strategic Management, Strategy, Success, System, Videogame Purpose: The purpose is to identify the key factors of success during the history of home video games. Once these factors have been identified, they are analyzed to see whether differences between generations can be established. Methodology: The research of this thesis is based on a qualitative methodology. The empirical foundation and theoretical framework has been used in an inductive course of action. Theoretical frame of reference: In order to capture the full nature of the home video game industry the following theories are used: Technological lockout, Dominant design and increasing returns of adoption, Core capabilities, Absorptive capacity, Installed base, Complementary goods, Competitor patents, Timing of entry, Switching costs, Blue Ocean Strategy, the Product Lifecycle and the Marketing Mix. Empirical foundation: The data is mainly of secondary nature and collected though the Internet, scientific articles and literature covering the subject. Conclusions: A table presents the key factors of success during the history of home video game consoles, which is followed