Retrogame Archeology
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Illuminating the Space of Beatable Lode Runner Levels Produced by Various Generative Adversarial Networks
Illuminating the Space of Beatable Lode Runner Levels Produced By Various Generative Adversarial Networks Kirby Steckel Jacob Schrum Southwestern University Southwestern University Georgetown, Texas, USA Georgetown, Texas, USA [email protected] [email protected] ABSTRACT the training set influences the results. Specifically, the quality di- Generative Adversarial Networks (GANs) are capable of generating versity algorithm MAP-Elites [11] is used to illuminate the search convincing imitations of elements from a training set, but the distri- spaces induced by several GANs, to determine the diversity they bution of elements in the training set affects to difficulty of properly can produce, and see how many of those levels are actually beatable. training the GAN and the quality of the outputs it produces. This Out of the original 150 levels in the game, training sets of the first paper looks at six different GANs trained on different subsets of 5, 20, 50, 100, and 150 levels were created, as well as a group of 13 data from the game Lode Runner. The quality diversity algorithm levels that are similar in that their layouts depict words and letters. MAP-Elites was used to explore the set of quality levels that could Contrary to expectations, the GAN trained on all 150 Lode Runner be produced by each GAN, where quality was defined as being beat- levels did not produce many beatable levels, and was middling in able and having the longest solution path possible. Interestingly, a terms of the diversity of the levels produced. Although the diversity GAN trained on only 20 levels generated the largest set of diverse of the full training set was larger, the GAN seemed more prone to beatable levels while a GAN trained on 150 levels generated the mode collapse [20] as a result. -
Rétro Gaming
ATARI - CONSOLE RETRO FLASHBACK 8 GOLD ACTIVISION – 130 JEUX Faites ressurgir vos meilleurs souvenirs ! Avec 130 classiques du jeu vidéo dont 39 jeux Activision, cette Atari Flashback 8 Gold édition Activision saura vous rappeler aux bons souvenirs du rétro-gaming. Avec les manettes sans fils ou vos anciennes manettes classiques Atari, vous n’avez qu’à brancher la console à votre télévision et vous voilà prêts pour l’action ! CARACTÉRISTIQUES : • 130 jeux classiques incluant les meilleurs hits de la console Atari 2600 et 39 titres Activision • Plug & Play • Inclut deux manettes sans fil 2.4G • Fonctions Sauvegarde, Reprise, Rembobinage • Sortie HD 720p • Port HDMI • Ecran FULL HD Inclut les jeux cultes : • Space Invaders • Centipede • Millipede • Pitfall! • River Raid • Kaboom! • Spider Fighter LISTE DES JEUX INCLUS LISTE DES JEUX ACTIVISION REF Adventure Black Jack Football Radar Lock Stellar Track™ Video Chess Beamrider Laser Blast Asteroids® Bowling Frog Pond Realsports® Baseball Street Racer Video Pinball Boxing Megamania JVCRETR0124 Centipede ® Breakout® Frogs and Flies Realsports® Basketball Submarine Commander Warlords® Bridge Oink! Kaboom! Canyon Bomber™ Fun with Numbers Realsports® Soccer Super Baseball Yars’ Return Checkers Pitfall! Missile Command® Championship Golf Realsports® Volleyball Super Breakout® Chopper Command Plaque Attack Pitfall! Soccer™ Gravitar® Return to Haunted Save Mary Cosmic Commuter Pressure Cooker EAN River Raid Circus Atari™ Hangman House Super Challenge™ Football Crackpots Private Eye Yars’ Revenge® Combat® -
Lode Runner 2 Is the Latest Addition to the Family
WELCOME In the late eighties the arcades were seeing their bleakest days, and those of us who couldn’t get enough video junk bought home computers for a quick fix. It was during one of these episodes in 1987 on my Apple IIgs that I first discovered Lode Runner. Ironically, I was a late bloomer to the whole Lode Runner scene. The game first appeared four years earlier on the Apple II; I owned an Apple IIgs at the time and could only run genuine Apple II software in a downgraded state called, ‘emulation mode.’ My gs and its 7 MHz of power were state of the art. Who was I to trifle with this silly, outdated game called ‘Lode Runner’ when I could harvest some testosterone with 4 bit graphics and stereo sound? Why waste my time on such antiquated trivialities? Too much bother for me and my supreme gs! Bah! Lode Schmode! Well, I did bother, and thanks be to God that I did. I think about three weeks after I booted the dumb thing I got up to go to the bathroom. I remember dreaming more than once during that period that I was the Lode Runner. The incessant ‘peyoo-peyoo’ of the digging sound effect was more etched into my brain than the ever-popular Thompson Twins of the time (another thanks-be-to-God on that one). It was mythologized on UUnet that I could dig a five-tiered wall and live to tell about it. I was this game and this game was I. -
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
Multi-Domain Level Generation and Blending with Sketches Via Example
MULTI-DOMAIN LEVEL GENERATION AND BLENDING WITH SKETCHES VIA EXAMPLE-DRIVEN BSP AND VARIATIONAL AUTOENCODERS Sam Snodgrass Anurag Sarkar modl.ai Northeastern University Copenhagen, Denmark Boston, MA, USA [email protected] [email protected] June 18, 2020 ABSTRACT Procedural content generation via machine learning (PCGML) has demonstrated its usefulness as a content and game creation approach, and has been shown to be able to support human creativity. An important facet of creativity is combinational creativity or the recombination, adaptation, and reuse of ideas and concepts between and across domains. In this paper, we present a PCGML approach for level generation that is able to recombine, adapt, and reuse structural patterns from several domains to approximate unseen domains. We extend prior work involving example-driven Binary Space Partitioning for recombining and reusing patterns in multiple domains, and incorporate Variational Autoencoders (VAEs) for generating unseen structures. We evaluate our approach by blending across 7 domains and subsets of those domains. We show that our approach is able to blend domains together while retaining structural components. Additionally, by using different groups of training domains our approach is able to generate both 1) levels that reproduce and capture features of a target domain, and 2) levels that have vastly different properties from the input domain. Keywords procedural content generation, level blending, ize across several domains. These methods either try to level generation, binary space partitioning, variational supplement a new domain’s training data with examples autoencoder, PCGML from other domains [25], build multiple models and blend them together [7, 20], or directly build a model trained on multiple domains [21]. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
View List of Games Here
Game List SUPER MARIO BROS MARIO 14 SUPER MARIO BROS3 DR MARIO MARIO BROS TURTLE1 TURTLE FIGHTER CONTRA 24IN1 CONTRA FORCE SUPER CONTRA 7 KAGE JACKAL RUSH N ATTACK ADVENTURE ISLAND ADVENTURE ISLAND2 CHIP DALE1 CHIP DALE3 BUBBLE BOBBLE PART2 SNOW BROS MITSUME GA TOORU NINJA GAIDEN2 DOUBLE DRAGON2 DOUBLE DRAGON3 HOT BLOOD HIGH SCHOOL HOT BLOOD WRESTLE ROBOCOP MORTAL KOMBAT IV SPIDER MAN 10 YARD FIGHT TANK A1990 THE LEGEND OF KAGE ALADDIN3 ANTARCTIC ADVENTURE ARABIAN BALLOON FIGHT BASE BALL BINARY LAND BIRD WEEK BOMBER MAN BOMB SWEEPER BRUSH ROLLER BURGER TIME CHAKN POP CHESS CIRCUS CHARLIE CLU CLU LAND FIELD COMBAT DEFENDER DEVIL WORLD DIG DUG DONKEY KONG DONKEY KONG JR DONKEY KONG3 DONKEY KONG JR MATH DOOR DOOR EXCITEBIKE EXERION F1 RACE FORMATION Z FRONT LINE GALAGA GALAXIAN GOLF RAIDON BUNGELING BAY HYPER OLYMPIC HYPER SPORTS ICE CLIMBER JOUST KARATEKA LODE RUNNER LUNAR BALL MACROSS JEWELRY 4 MAHJONG MAHJONG MAPPY NUTS MILK MILLIPEDE MUSCLE NAITOU9 DAN SHOUGI H NIBBLES NINJA 1 NINJA3 ROAD FIGHTER OTHELLO PAC MAN PINBALL POOYAN POPEYE SKY DESTROYER Space ET STAR FORCE STAR GATE TENNIS URBAN CHAMPION WARPMAN YIE AR KUNG FU ZIPPY RACE WAREHOUSE BOY 1942 ARKANOID ASTRO ROBO SASA B WINGS BADMINGTON BALTRON BOKOSUKA WARS MIGHTY BOMB JACK PORTER CHUBBY CHERUB DESTROYI GIG DUG2 DOUGH BOY DRAGON TOWER OF DRUAGA DUCK ELEVATOR ACTION EXED EXES FLAPPY FRUITDISH GALG GEIMOS GYRODINE HEXA ICE HOCKEY LOT LOT MAGMAX PIKA CHU NINJA 2 QBAKE ONYANKO TOWN PAC LAND PACHI COM PRO WRESTLING PYRAMID ROUTE16 TURBO SEICROSS SLALOM SOCCER SON SON SPARTAN X SPELUNKER -
Elec~Ronic Gantes Formerly Arcade Express
Elec~ronic Gantes Formerly Arcade Express Tl-IE Bl-WEEKLY ELECTRONIC GAMES NEWSLETTER VOLUME TWO, NUMBER NINE DECEMBER 4, 1983 SINGLE ISSUE PRICE $2.00 ODYSSEY EXITS The company that created the home arcading field back in 1970 has de VIDEOGAMING cided to pull in its horns while it takes its future marketing plans back to the drawing board. The Odyssey division of North American Philips has announced that it will no longer produce hardware for its Odyssey standard programmable videogame system. The publisher is expected to play out the string by market ing the already completed "War Room" and "Power Lords" cartridges for ColecoVision this Christmas season, but after that, it's plug-pulling time. Is this the end of Odyssey as a force in the gaming world? Only temporarily. The publisher plans to keep a low profile for a little while until its R&D department pushes forward with "Operation Leapfrog", the creation of N.A.P. 's first true computer. 20TH CENTURY FOX 20th Century Fox Videogames has left the game business, saying, THROWS IN THE TOWEL "Enough is enough!" According to Fox spokesmen, the canny company didn't actually experience any heavy losses. However, the foxy powers-that-be decided that the future didn't look too bright for their brand of video games, and that this is a good time to get out. The company, whose hit games included "M*A*S*H", "MegaForce", "Flash Gordon" and "Alien", reportedly does not have a large in ventory of stock on hand, and expects to experience no large financial losses as it exits the gaming business. -
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. -
What Factors Led to the Collapse of the North American Video Games Industry in 1983?
IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk What factors led to the collapse of the North American video games industry in 1983? Image from http://cdn.slashgear.com/wp-content/uploads/2010/04/atari-sq.jpg “Atari was one of the great rides…it was one of the greatest business educations in the history of the universe.”1 Manny Gerard (former Vice-President of Warner) International Baccalaureate History Internal Assessment Word count: 1,999 International School of Toulouse 1 Kent, Steven L., (2001). The Ultimate History of Video Games. Roseville, Calif.: Prima, (ISBN: 0761536434), pp. 102 Niall Rutherford Page 1 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk Contents 3 Plan of the Investigation 4 Summary of Evidence 6 Evaluation of Sources 8 Analysis 10 Conclusion 11 List of Sources 12 Appendices Niall Rutherford Page 2 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk Plan of the Investigation This investigation will assess the factors that led to the North American video game industry crash in 1983. I chose this topic due to my personal enthusiasm for video games and the immense importance of the crash in video game history: without Atari’s downfall, Nintendo would never have been successful worldwide and gaming may never have recovered. In addition, the mistakes of the biggest contemporary competitors (especially Atari) are relevant today when discussing the future avoidance of such a disaster. I have evaluated the two key interpretations of the crash in my analysis: namely, the notion that Atari and Warner were almost entirely to blame for the crash and the counterargument that external factors such as Activision and Commodore had the bigger impact.