Caren and the Tangled Tentacles - Daffy Duck
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Contributors
gems_ch001_fm.qxp 2/23/2004 11:13 AM Page xxxiii Contributors Curtis Beeson, NVIDIA Curtis Beeson moved from SGI to NVIDIA’s Demo Team more than five years ago; he focuses on the art path, the object model, and the DirectX ren- derer of the NVIDIA demo engine. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that left users legally blind. Curtis spe- cializes in the art path and object model of the NVIDIA Demo Team’s scene- graph API—while fighting the urge to succumb to the dark offerings of management in marketing. Kevin Bjorke, NVIDIA Kevin Bjorke works in the Developer Technology group developing and promoting next-generation art tools and entertainments, with a particular eye toward the possibilities inherent in programmable shading hardware. Before joining NVIDIA, he worked extensively in the film, television, and game industries, supervising development and imagery for Final Fantasy: The Spirits Within and The Animatrix; performing numerous technical director and layout animation duties on Toy Story and A Bug’s Life; developing games on just about every commercial platform; producing theme park rides; animating too many TV com- mercials; and booking daytime TV talk shows. He attended several colleges, eventually graduat- ing from the California Institute of the Arts film school. Kevin has been a regular speaker at SIGGRAPH, GDC, and similar events for the past decade. Rod Bogart, Industrial Light & Magic Rod Bogart came to Industrial Light & Magic (ILM) in 1995 after spend- ing three years as a software engineer at Pacific Data Images. -
Q U F S T1' UST F R S™
Q Uf S T1' UST f RS™ The Adventurer's Newsletter Vol.111,#6 June,1986 problem with this version. using the correct objects. Most of the problems revolve You've got alien machinery to 00-TOPOS around the "greed factor" as you figure out, but nothing attempt to obtain objects (a good overwhelming or more Oo-topos was the first regular or hi-res graphics, and adventurer can never have too complicated than a microwave adventure of science fiction the program uses any extra many objects, you know). One oven. The maze is not as hard novelist Michael Berlyn, who RAM to load in most of them might be guarded by a robot, as it looks and can be mapped in went on to Infocom where he so there's less disk access.) another by deadly radiation, a under an hour; just take at least created games such as There's no music or sound third by a bizarre alien. There's three objects and drop them in Suspended, Cutthroats and effects. no character interaction in terms different rooms. Last issue we Infidel. He and Muffy Berlyn Until you escape the complex of talking to creatures or robots, wrote the story line, he and find your ship, the game but you do interact with them by Continued on page 2 programmed it, and Oo-topos doesn't seem to add up. But if was released in 1981 by Sentient you say "status" to the ship's Software in Colorado. Now computer, it tells you which Penguin has illustrated it, parts have to be found and making this the only all-text installed before you can take off, adventure to be adapted into a and everything falls into place. -
TURBO MASTER CPU™ 4.09 Mhz Processor Accelerator for Commodore C64
Owner's Manual TURBO MASTER CPU™ 4.09 MHz Processor Accelerator for Commodore C64 SCHNEDLER SYSTEMS 25 Eas'i;wood Road P.O. Box 5964 Asheville, North Carolina 28813 Telephone (704) 274-4646 Turbo Master CPU Manual TABLE OF CONTENTS Introduction; Initial Comments ................. 1 Chapter 1: Overview and Basic Operation ......... 1 1.0 Brief Description ...................... 1 1.1 Installation . 2 1.2 Quick Start Procedure ................... 2 1.3 Switch Functions ....................... 4 1.4 Special Procedures for C128 Operation ...... 5 1.5 Power Supply Considerations .............. 6 Chapter 2: Miscellaneous Questions . 7 2.0 Compatibility Questions ................. 7 2.1 Cassette Tape; Other Cartridges ........... 8 2.2 Commodore SX-64 Computer ............. 8 2.3 Turbo.. Master CPU Kernal ROMs Brief D escrlptlon ........................... 8 2.4 JiffyDOS ROM Option Brief Description ..... 9 2.5 Other Disk Drives . 10 2.6 What About Sound ..................... 10 Chapter 3: "Feature" ROM 1 Description ......... 11 3.0 Features Provided ...................... 11 3.1 Enabling and Disabling Features ........... 12 3.2 DOS Wedge Commands ................. 13 3.3 Wedge Memory Usage .................. 14 3.4 Turbo Disk Load Notes .................. 15 3.5 Turbo Disk Save Notes .................. 15 3.6 Switching Between ROM 1 and ROM 2 ...... 16 (Table of Contents continued on next page) Copyright © 1988,1989 Schnedler Systems Turbo Master CPU Manual Chapter 4: GEOS Procedures . .. 17 4.0 GEOS Overview . .. 17 4.1 Procedures for GEOS at 4 MHz in Detail ..... 17 4.2 GEOS Procedure 1 -- Program "PATCH GEOS" 18 4.3 GEOS Procedure 2 -- Program "AUTO PATCH" 18 4.4 Mouse Drivers for 4 MHz . .. 19 4.5 What to Expect from Accelerated GEOS . -
Compute Issue 064 1985 Sep.Pdf
Word Search: Puzzle Program Inside For Commodore, Atari, Apple, IBM, & Tl ~~it~mber 1985 Issue 64 I Vol. 7, No. 9 Canada M/i3 g II ISSN 0194-357X The Leading Magazine Of Home, Educational, And Recreational Computing Programs Inside: I .I.--~- Atari Animation All About C64 · IBM Batch Files 1962 71fc 2IJ ~ump JSearcli 19~ 1 For ·commodore, Atari, Apple, IBM, And Tl Easy Apple Screen Editing Enhanced BASIC Line Editor For Apple ~II+, lie 09 0 107 COMPU TER ROOM With Commodore 128's instead of Apple llc's, these kids would be on computers instead of in line. Meet the Commodore 128.™The That adds a built-in extra cost for it less versatile. It also doesn't new personal computer that's al a feature your classroom doesn't have the Commodore 128's ex ready destined to be at the head really need. There's even more to panded keyboard that offers of its class. It not only outsmarts the Commodore 128 than being more commands for easier pro the Apple ~ Ile in price, it comes able to put more students on com gramming and more varied out way ahead in performance. puters for less money. use of graphics and text. Or a A lower price is welcome numeric keypad that's a real news to any tight school budget. There's more intelligence. necessity when using a computer But it's not the only way the 128 As your students grow smarter, in math or science classes. saves you money. You only need so does the Commodore 128. -
ABC Consumer Magazine Concurrent Release - Dec 2007 This Page Is Intentionally Blank Section 1
December 2007 Industry agreed measurement CONSUMER MAGAZINES CONCURRENT RELEASE This page is intentionally blank Contents Section Contents Page No 01 ABC Top 100 Actively Purchased Magazines (UK/RoI) 05 02 ABC Top 100 Magazines - Total Average Net Circulation/Distribution 09 03 ABC Top 100 Magazines - Total Average Net Circulation/Distribution (UK/RoI) 13 04 ABC Top 100 Magazines - Circulation/Distribution Increases/Decreases (UK/RoI) 17 05 ABC Top 100 Magazines - Actively Purchased Increases/Decreases (UK/RoI) 21 06 ABC Top 100 Magazines - Newstrade and Single Copy Sales (UK/RoI) 25 07 ABC Top 100 Magazines - Single Copy Subscription Sales (UK/RoI) 29 08 ABC Market Sectors - Total Average Net Circulation/Distribution 33 09 ABC Market Sectors - Percentage Change 37 10 ABC Trend Data - Total Average Net Circulation/Distribution by title within Market Sector 41 11 ABC Market Sector Circulation/Distribution Analysis 61 12 ABC Publishers and their Publications 93 13 ABC Alphabetical Title Listing 115 14 ABC Group Certificates Ranked by Total Average Net Circulation/Distribution 131 15 ABC Group Certificates and their Components 133 16 ABC Debut Titles 139 17 ABC Issue Variance Report 143 Notes Magazines Included in this Report Inclusion in this report is optional and includes those magazines which have submitted their circulation/distribution figures by the deadline. Circulation/Distribution In this report no distinction is made between Circulation and Distribution in tables which include a Total Average Net figure. Where the Monitored Free Distribution element of a title’s claimed certified copies is more than 80% of the Total Average Net, a Certificate of Distribution has been issued. -
Computer Gaming World Issue 26
Number 26 March 1986 FEATURES Conflict In Viet Nam 14 The View From a Playtester M. Evan Brooks Inside Ultima IV 18 Interview with Lord British The Halley Project 24 Tooling Through the Solar System Gregg Williams Silent Service 28 Designer's Notes Sid Meier Star Trek: The Kobayashi Alternative 36 A Review Scorpia DEPARTMENTS Taking A Peek 6 Screen Photos and Brief Comments Scorpion's Tale 12 Playing Tips on SPELLBREAKER Scorpia Strategically Speaking 22 Game Playing Tips Atari Playfield 30 Koronis Rift and The Eidolon Gregg Williams Amiga Preferences 32 A New Column on the Amiga Roy Wagner Commodore Key 38 Flexidraw, Lode Runner's Rescue, and Little Computer People Roy Wagner The Learning Game 40 Story Tree Bob Proctor Over There 41! A New Column on British Games Leslie B. Bunder Reader Input Device 43 Game Ratings 48 100 Games Rated Accolade is rewarded with an excellent Artworx 20863 Stevens Creek Blvd graphics sequence. Joystick. 150 North Main Street Cupertino, CA 95014 One player. C-64, IBM. ($29.95 Fairport, NY 14450 408-446-5757 & $39.95). Circle Reader Service #4 800-828-6573 FIGHT NIGHT: Arcade style Activision FP II: With Falcon Patrol 2 the boxing game. A choice of six 2350 Bayshore Frontage Road player controls a fighter plane different contenders to battle Mountain View, CA 94043 equipped with the latest mis- for the heavyweight crown. The 800-227-9759 siles to combat the enemy's he- player has the option of using licopter-attack squadrons. Fea- the supplied boxers or creating HACKER: An adventure game tures 3-D graphics, sound ef- his own challenger. -
Political and Social Issues in French Digital Games, 1982–1993
TRANSMISSIONS: THE JOURNAL OF FILM AND MEDIA STUDIES 2017, VOL.2, NO. 2, PP. 162-176. Filip Jankowski Jagiellonian University Political and Social Issues in French Digital Games, 1982–1993 Abstract Despite numerous publications about the history of digital games in the United States and Japan, there are few studies which aim to explore the past European trends in game design. For example, the French gaming industry remains unknown to the vast majority of game researchers. However, from the mid-1980s to the early 1990s a certain tendency emerged in this industry: political and social issues became overtly discussed within digital games. To examine such a tendency, the author follows the ‘emancipatory’ paradigm in digital game research (to cite Jaakko Suominen), instead of the ‘enthusiast’ Trans-Pacific-oriented ones. The objects of the analysis are several adventure games developed in France between 1982 and 1993 whose popularity during this period made them influential for the development of the French gaming industry. The author indicates three factors that contributed to the rapid growth of adventure games. These are the advancement of the personal computer market, the modest but existing support from French national institutions, and the article published by Guy Delcourt in the August 1984 issue of Tilt gaming magazine, which gave critical insight into previous development practices and suggested drawing inspiration from current events. The author distinguishes five thematic genres: Froggy Software’s avant-garde digital games, postcolonial and feminist games, investigative games, science fiction, and horror. Each of these provided numerous references to political affairs, economic stagnation and postcolonial critique of the past, which were severe issues in France during the 1980s and 1990s. -
Días De Tentáculos
B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games. -
Wander Into Wonderland! ADVENTURE GAMES TAKE YOU on a VACATION to a PLACE AS VIVID AS YOUR IMAGINATION
Wander Into Wonderland! ADVENTURE GAMES TAKE YOU ON A VACATION TO A PLACE AS VIVID AS YOUR IMAGINATION BY SHAY ADDAMS -i ouOU won't need a passport to vacation in THE LIMESTONE. THE ROOM GLOWS WITH DIM LIGHT faraway lands this summer—the boulevards of PROVIDED BY PHOSPHORESCENT MOSS, AND WEIRD Paris and the pyramids of Egypt are onlyfar SHADOWS as MOVE ALL AROUND YOU. A NARROW PATH away as the nearest adventure game. Just WINDS AMONG THE STALAGMITES. But type in GO don't expect a tour guide to show you around, south and you may wind up at the local Club for your decisions determine what happens on Med. Graphic adventures show a game's differ this kind of trip. If you type go north in an all- ent locations, people, and objects with high- text adventure like Zork, the program will dis resolution pictures, and briefly sum up the sit play a paragraph of prose describing the new uation in a fewlines of text below. location you'vereached: just. .. carved out of In addition to sightseeing, you have a spe- IU.USTKAT!O,\ BY UARTONSTABLER JUNK 1985 37 three games from the lower skill levels. Ad ADVENTURE-GAME vanced games require more patience and time GLOSSARY (up to three months) to solve, and those de scribed as "Masters only" contain the thorniest problems of all. Command: The instructions you the words in the program's vocabu Though adventure games are designed to type in to tell the program what you lary. Well-programmed parsers enable be played by one person, two or more heads can want to do next. -
Future Publishing Statement for IPSO – April 2016
Future Publishing Statement for IPSO – April 2016 About Future Future plc is an international publishing and media group, and a leading digital company. Celebrating over 30 years in business, Future was founded in 1985 with one magazine – we now create over 200 print publications, apps, websites and events through operations in the UK, US and Australia. The company employs approximately 500 employees. Future’s leadership structure is outlined in Appendix C (the structure has changed slightly since our last statement in December 2015). Our portfolio covers consumer technology, games/entertainment, music, creative/design and photography. 48 million users globally access Future’s digital sites each month, we have over 200,000 digital subscriptions worldwide, and a combined social media audience of 20+ million followers (a list of our titles/products can be found under Appendix A). For the purpose of this statement, Future’s ‘responsible person’ is Nial Ferguson, Content Director, Media. Future’s editorial standards Through our expertise in five portfolios, Future produces engaging, informative and entertaining content to a high standard. The business is driven by a core strategy - ‘Content that Connects’ - that has been in place since 2014 (see Appendix B). This puts content at the heart of what we do, and is an approach we reiterate through staff communication. In creating content that connects, Future takes all reasonable and appropriate steps to verify what we publish. Such steps include double sourcing where necessary, and rigorous scrutiny of information and sources to ensure the accuracy of the articles we publish. Editorial process for contentious issues involves second reading by editorial. -
Westwood: the Building of a Legacy
Westwood: The Building of a Legacy “What became Dune II started out as a challenge I made for myself.” – Brett Sperry David Keh SUID: 4832754 STS 145 March 18, 2002 Keh 2 As Will Wright, founder of Maxis and creator of the Sim game phenomenon, said in a presentation about game design, the realm of all video games can be visualized as existing in a game space. Successful games can be visualized as existing on a peak. Once a peak is discovered, other game designers will not venture far from these peaks, but rather cling tightly to them. Mr. Wright points out, however, that there are an infinite number of undiscovered peaks out there. Unfortunately, most game designers do not make the jump, and the majority of these peaks are left undiscovered. It is only on very rare occasions that a pioneer makes that leap into the game space in hopes of landing on a new peak. This case study will examine one such occurrence, when a designer made such a leap and found himself on one completely unexplored, unlimited, and completely astounding peak – a leap that changed the landscape of gaming forever. This case history will explore how Westwood Studios contributed to the creation of the real-time strategy (RTS) genre through its pioneering game Dune II: The Building of an Empire. Although there have been several other RTS games from Westwood Studios, I have decided to focus on Dune II specifically, because it was in this project that Westwood Studios contributed most to the RTS genre and the future of computer gaming. -
National Readership Survey Ds-Capi Protocol –October 2010
Ipsos MORI Kings H ouse K ym berley Road H arrow H A1 1PT U nited Kingdom Tel: + 44 (0) 20 8861 8000 Fax: + 44 (0) 20 8861 5515 NATIONAL READERSHIP SURVEY DS-CAPI PROTOCOL –OCTOBER 2010 This document lists the questions for the October 2010 NRS Double Screen CAPI questionnaire. Introduction Welcome to the National Readership Survey. Before I ask you about readership, I’d like to ask you a few questions about yourself and your interests. NRS Topic Interest Here is a list of topics covered in newspapers and magazines. Please tell me for each one whether you usually read or look at this topic when you are reading newspapers or magazines. cQT I USUALLY READ OR LOOK AT THIS TOPIC WHEN READING NEWSPAPERS OR MAGAZINES: 1 YES 2 NO • SPORT • CARS/MOTORING • FOOD AND DRINK • HOME IDEAS, DIY • GARDENING • FASHION/CLOTHES • FILM AND VIDEO • CLASSICAL MUSIC • ROCK/POP/DANCE MUSIC g:\home\rsl\nrs\nrs projects\2010\10 october\questionnaire\external ds-capi protocol october 2010.doc • ARTS/BOOKS/THEATRE • PHOTOGRAPHY • PERSONAL FINANCE/INVESTMENT • BUSINESS/COMPANY NEWS • TRAVEL AND HOLIDAYS cQT • SCIENCE/TECHNOLOGY • COMPUTERS/THE INTERNET • THE NATURAL WORLD/GEOGRAPHY • THE COUNTRYSIDE • BEAUTY AND PERSONAL APPEARANCE • HEALTH AND FITNESS • EDUCATION • BABY/CHILDCARE/PARENTING cQT • WOMEN’S PAGES GENERALLY • ITEMS FOR SALE (e.g. CARS, BIKES, HOUSES) • JOBS/APPOINTMENTS • CELEBRITY NEWS AND GOSSIP • TV PROGRAMMES • COMPUTER GAMES/GAMES CONSOLES 2 Ipsos MORI g:\home\rsl\nrs\nrs projects\2010\10 october\questionnaire\external ds-capi protocol october 2010.doc IF YES TO SPORT ASK: Sport Interest You said you usually looked at sport.