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14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Humongous Pc Download Купить Humongous Entertainment Complete Pack
humongous pc download Купить Humongous Entertainment Complete Pack. The Humongous Entertainment Complete Pack gives you instant access to all 35 games from the following bundles. Putt-Putt Complete Pack Pajama Sam Complete Pack Freddi Fish Complete Pack Spy Fox Complete Pack Junior Field Trip Complete Pack Big Thinkers! 1st Grade Big Thinkers Kindergarten Fatty Bear's Birthday Surprise. В комплект входят. Купить Humongous Entertainment Complete Pack. The Humongous Entertainment Complete Pack gives you instant access to all 35 games from the following bundles. Putt-Putt Complete Pack Pajama Sam Complete Pack Freddi Fish Complete Pack Spy Fox Complete Pack Junior Field Trip Complete Pack Big Thinkers! 1st Grade Big Thinkers Kindergarten Fatty Bear's Birthday Surprise. Humongous pc download. Post by daniele82 » Mon Mar 11, 2019 10:34 am. - Demo 1.0 - Work In Progress. Re: The Fan Game - Back to the Future Part IV - The Multitasking crystal. Post by daniele82 » Sun Mar 17, 2019 6:53 pm. Re: The Fan Game - Back to the Future Part IV - The Multitasking crystal. Post by daniele82 » Mon Mar 18, 2019 5:53 pm. Re: The Fan Game - Back to the Future Part IV - The Multitasking crystal. Post by daniele82 » Tue May 14, 2019 11:13 am. The Fan Game - Back to the Future Part IV - The Multitasking crystal. Doc and Marty are back from the misadventure that has transported them, thanks to the time machine, in an imaginative archipelago in the Caribbean in the time of pirates. Doc must fix the captured spirit of Tannen Dogfish among the professionals of the paranormal, the Ghostbusters, while Marty, upon returning home, runs into absurd circumstances. -
Riddle Machines: the History and Nature of Interactive Fiction
Riddle Machines: The History and Nature of Interactive Fiction The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Montfort, Nick. "Riddle Machines: The History and Nature of Interactive Fiction." A Companion to Digital Literary Studies, edited by Ray Siemens and Susan Schreibman, John Wiley & Sons Ltd, 2013, 267-282. © 2013 Ray Siemens and Susan Schreibman As Published http://dx.doi.org/10.1002/9781405177504.ch14 Publisher John Wiley & Sons, Ltd Version Author's final manuscript Citable link https://hdl.handle.net/1721.1/129076 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. -
Activision-Catalog
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Questbusters.] Improbability Drive for the Same Purpose
·. QUfST1'USTfRS™ The Adventurer's Newsletter Vol. Ill,# 11 Novemb3r, 1986 Leather Goddesses of Phobos Despite the titillating title, Leather the cheap paper on which they were around for the experiments; luckily, the Goddesses is more risque than R-rated, and printed. So sex was the obvious angle for cell door is unlocked and you can escape is far from X-rated--unless you've got a this parody, which at times reminded me of without a severe cerebral struggle. You'll thing about kneecaps and toe-sucking. a certain Robert Crwnb comic book. (If soon meet another prisoner, who will be Instead this is Meretzky's madcap hwnor you remember its name, congratulations, male or female depending on your sex at its unbridled best, and he often pokes as your score just went up 12 points.) In this (which is cleverly determined in the much fun at some familiar aspects of story, the Leather Goddesses are plotting to opening scene). Upstairs you'll find an adventuring as he does at the Fifties' pulp invade earth and "turn it into their sexual observatory with a grand view of the science fiction he takes aim at in this all playground." Your goal is to stop these Goddesses' Pleasure Palace. On the floor text game. Even so, Meretzky's theme for fiends--and have a good time while you're you'll notice the first of many strange this parody is "adult-oriented." If it were a at it! You enter the story in 1937, when black circles. film, Leather Goddesses would be rated PG you are teleported from a· bar in Sandusky, even in the most forthright of its three Ohio, to a cell on the miniscule Martian Going Around in Circles "naughtiness levels. -
The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
The Adventurers Club Ltd. 64c Menelik Road, London NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 31 & 32 - APRIL 1988/MAY 1988 *************************************************** REVIEWS: DUNGEON MASTER TIME & MAGIK WOLFMAN CRASH GARRETT THE JADE STONE DOUBLE AGENT AMERICAN SUDS LOADS OF MIDNIGHT THE CHALLENGE PASSENGERS ON THE WIND II FOUR MINUTES TO MIDNIGHT KENTILLA ARTICLES BY: RICHARD BARTLE TONY BRIDGE KEITH CAMPBELL MIKE GERRARD HUGH WALKER LATEST NEWS ON THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE AND MUCH MORE!!! 12 Help-Line Details ***************** EDITORIAL Members have access to our extensive databank of hints and solutions ••••••••• for most of the popular adventure games. Help can be obtained as follows: Dear Fellow Adventurer, * By Mail: Welcome to MDs Nos 31-321 Please enclose a Stamped Addressed Envelope. Give us the title and version of the game(s), and detail the query(ies) which you have. We "There's no doubt in my mind that many of the best adventures around shall usually reply to you on the day of receipt of your letter. at the moment are from the independent software labels, the mail-order Overseas Members using the Mail Help-Line should enclose an I.R.C. for only operations that are frequently one-man (or one-woman) businesses" a speedy reply, otherwise the answers to their queries will be sent Mike Gerrard - "Your Sinclair" (June 1988 issue). together with their next Member's Dossier. ACL is very much aware of this fact, and will always publish reviews * By Telephone: of the better "home-grown" adventures (no less than 5 in this We shall endeavour to help you on our phone Help-Line which will be Dossierl). -
SPEZIAL 1/2015 SONDERHEFT Deutschland € 14,95 Österreich € 16,90 Schweiz SFR 25,80 DIE BESTEN RETRO- SPIELE
260 SEITEN DER ULTIMATIVE GUIDE FÜR KLASSISCHE SPIELE ALT! SPEZIAL 1/2015 SONDERHEFT Deutschland € 14,95 Österreich € 16,90 Schweiz SFR 25,80 DIE BESTEN RETRO- SPIELE Über 70 der wichtigsten Retro-Games ausführlich vorgestellt Shigeru Miyamotos Klempner MARIO KART am Steuer: Die gesamte Serie ARCADE | ATARI | COMMODORE | MSX | NEO GEO | NINTENDO | SCHNEIDER | SEGA | SINCLAIR | SONY Anatol Heinrich Jörg Knut Locker Lenhardt Langer Gollert Michael Mick Winnie Hengst Schnelle Forster WILLKOMMEN ZU DIESEM SONDERHEFT! Wer es trotz größerer Dicke (und etwas höhe- cken – nur keine Ego-Shooter, die hatten wir erst rem Preis) nicht sofort gemerkt hat: Ihr haltet im vorigen regulären Retro Gamer. Wir haben hier kein reguläres Retro Gamer-Heft in den Hän- uns vor allem bei Heimcomputern und frühen den, sondern eine Spezialausgabe. Darin stellen Spielekonsolen (bis ungefähr N64) bedient, wir euch einige der besten Retro Games aller neuere Retro Games sowie reine Automaten- Zeiten vor, dazu einige „einfach nur gute“ – und Spiele waren uns weniger wichtig. zwar liebevoll von der deutschen Redaktion aus- Natürlich erhebt unsere Auswahl sowie- gewählt und nach Genres unterteilt. Wir haben so keinen Anspruch auf Vollständigkeit, auch uns dazu kräftig aus den bisherigen deutschen wenn wir auf dem Titel mutig „Die besten Retro Retro Gamer-Heften bedient, die wir ja immer- Games“ schreiben: Trotz seiner gewaltigen 260 hin seit 2012 machen. Zusätzlich gibt’s diverse Seiten kann dieses Heft nur einen Bruchteil der ganz neue Artikel, die ihr in keiner vergangenen interessanten alten Spiele vorstellen, es gibt oder zukünftigen Ausgabe des deutschen Retro noch viele, viele mehr. Dennoch sind wir sicher, Gamer finden werdet. -
The Multiple Genres of Ubiquitous Play and Performance
CHAPTER TWO Three Kinds of Everywhere: The Multiple Genres of Ubiquitous Play and Performance In the case of ubiquitous computation… people are still trying to find the loose verbal grab-bag just to put the concepts into. So I would argue that this work is basically a literary endeavor. When it comes to remote technical eventualities, you don't want to freeze the language too early. Instead, you need some empirical evidence on the ground, some working prototypes, something commercial, governmental, academic or military. Otherwise you are trying to freeze an emergent technology into the shape of today's verbal descriptions. This prejudices people. It is bad attention economics. It limits their ability to find and understand the intrinsic advantages of the technology…. So language is of consequence. Those of us who make up words about these matters probably ought to do a better job. –Technologist Bruce Sterling, “The Internet of Things” What’s the name of the game?/ Does it mean anything to you? – Pop group ABBA, “The Name of the Game” 2.1 Contentious Terms and Consequential Language When the Institute of Electrical and Electronics Engineers (IEEE) published its first issue of Pervasive Computing in 2002, new editor-in-chief Satyanarayanan Mahadev pronounced: “This magazine will treat ubiquitous computing and pervasive computing as synonyms—they mean exactly the same thing and will be used interchangeably throughout the magazine” (3). This announcement, a kind of pre-emptive strike against semantic debate, was an attempt to address the considerable variation in nomenclature already then apparent in both developers’ and researchers’ work in the emerging field. -
Retromagazine 00 Eng.Pdf
EDITORIAL SUMMARY Welcome to our first international issue! RetroMagazine is a well underway project started in Page 3 ◊ The best version of BASIC October 2017 by a small group of Italian retrocomputing Page 6 enthusiasts. ◊ Don’t ever buy a Vectrex! Page 11 Yes, we know, there are many magazines dedicated to ◊ The .d64 format – part 1 retrogames and they are gorgeous; so why the need for an Page 16 additional homebrew fanzine? ◊ Interview with Gideon Zweijtzer How many times reading those publications have you felt Page 20 ◊ Sinclair QL: mistakes, misfortune and so that something was missing? There are lot of nice pictures and a good variety of games, but... where is the code? many regrets Where are the explanations of programming techniques? Page 30 ◊ Cyrus (ZX SPECTRUM) VS. Colossus Where is the real experience of the end users? (ATARI 800XL) The idea behind our project is to reproduce the same Page 33 ◊ HIBERNATED 1 (Amiga/C64) feeling as the glorious magazines back in the day. Page 34 Magazines like Amstrad Computer Users, Bit, Compute!'s ◊ CIVILIZATION (MS DOS) Gazette, Input... They all taught tons of pimply boys the Page 37 basis of coding on their home computers! Those magazines ◊ THE PAWN (All platforms) used to contain a good balance of programming examples, hardware insights and game reviews. People involved in the preparation of this issue In memory of those magazines we adopted the shape of a PDF fanzine, instead of a more modern blog or website, to fully revitalize the spirit of the good old times. • Robin Jubber • Gianluca Girelli Do you remember the feeling while awaiting for the next issue? We want to recreate that and also give a second • Francesco Fiorentini • Leonardo Giordani chance to anybody who missed out on learning these things as a kid. -
Liste Des Jeux - Version 128Go
Liste des Jeux - Version 128Go Amstrad CPC 2542 Apple II 838 Apple II GS 588 Arcade 4562 Atari 2600 2271 Atari 5200 101 Atari 7800 52 Channel F 34 Coleco Vision 151 Commodore 64 7294 Family Disk System 43 Game & Watch 58 Gameboy 621 Gameboy Advance 951 Gameboy Color 502 Game Gear 277 GX4000 25 Lynx 84 Master System 373 Megadrive 1030 MSX 1693 MSX 2 146 Neo-Geo Pocket 9 Neo-Geo Pocket Color 81 Neo-Geo 152 N64 78 NES 1822 Odyssey 2 125 Oric Atmos 859 PC-88 460 PC-Engine 291 PC-Engine CD 4 PC-Engine SuperGrafx 97 Pokemon Mini 25 Playstation 123 PSP 2 Sam Coupé 733 Satellaview 66 Sega 32X 30 Sega CD 47 Sega SG-1000 64 SNES 1461 Sufami Turbo 15 Thompson TO6 125 Thompson TO8 82 Vectrex 75 Virtual Boy 24 WonderSwan 102 WonderSwan Color 83 X1 614 X68000 546 Total 32431 Amstrad CPC 1 1942 Amstrad CPC 2 2088 Amstrad CPC 3 007 - Dangereusement Votre Amstrad CPC 4 007 - Vivre et laisser mourir Amstrad CPC 5 007 : Tuer n'est pas Jouer Amstrad CPC 6 1001 B.C. - A Mediterranean Odyssey Amstrad CPC 7 10th Frame Amstrad CPC 8 12 Jeux Exceptionnels Amstrad CPC 9 12 Lost Souls Amstrad CPC 10 1943: The Battle of Midway Amstrad CPC 11 1st Division Manager Amstrad CPC 12 2 Player Super League Amstrad CPC 13 20 000 avant J.C. Amstrad CPC 14 20 000 Lieues sous les Mers Amstrad CPC 15 2112 AD Amstrad CPC 16 3D Boxing Amstrad CPC 17 3D Fight Amstrad CPC 18 3D Grand Prix Amstrad CPC 19 3D Invaders Amstrad CPC 20 3D Monster Chase Amstrad CPC 21 3D Morpion Amstrad CPC 22 3D Pool Amstrad CPC 23 3D Quasars Amstrad CPC 24 3d Snooker Amstrad CPC 25 3D Starfighter Amstrad CPC 26 3D Starstrike Amstrad CPC 27 3D Stunt Rider Amstrad CPC 28 3D Time Trek Amstrad CPC 29 3D Voicechess Amstrad CPC 30 3DC Amstrad CPC 31 3D-Sub Amstrad CPC 32 4 Soccer Simulators Amstrad CPC 33 4x4 Off-Road Racing Amstrad CPC 34 5 Estrellas Amstrad CPC 35 500cc Grand Prix 2 Amstrad CPC 36 7 Card Stud Amstrad CPC 37 720° Amstrad CPC 38 750cc Grand Prix Amstrad CPC 39 A 320 Amstrad CPC 40 A Question of Sport Amstrad CPC 41 A.P.B. -
This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century by Jane Evelyn Mcgonigal BA
This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century by Jane Evelyn McGonigal B.A. (Fordham University) 1999 A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Performance Studies and the Designated Emphasis in Film Studies in the Graduate Division of the University of California, Berkeley Committee in charge: Professor William B. Worthen, Co-chair Professor Gregory Niemeyer, Co-chair Professor Ken Goldberg Professor Peter Glazer Fall 2006 This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century © 2006 by Jane Evelyn McGonigal Abstract This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century by Jane Evelyn McGonigal Doctor of Philosophy in Performance Studies University of California, Berkeley Professor William B. Worthen, Co-Chair Professor Gregory Niemeyer, Co-Chair This Might Be a Game examines the historical intersection of ubiquitous computing and experimental game design, circa 2001 AD. Ubiquitous computing, or ubicomp, is the emerging field of computer science that seeks to augment everyday objects and physical environments with invisible and networked computing functionality. Experimental game design is the field of interactive arts that seeks to discover new platforms and contexts for digital play. The convergence of these two fields has produced a significant body of games that challenge and expand our notions of where, when, and with whom we can play. This dissertation explores how and to what ends these playful projects reconfigure the technical, formal and social limits of games in relation to everyday life.