Knightmare Is the True Underdog of the Dungeon Master Family Tree
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Thf SO~Twarf Toolworks®Catalog SOFTWARE for FUN & INFORMATION
THf SO~TWARf TOOlWORKS®CATAlOG SOFTWARE FOR FUN & INFORMATION ORDER TOLL FREE 1•800•234•3088 moni tors each lesson and builds a seri es of personalized exercises just fo r yo u. And by THE MIRACLE PAGE 2 borrowi ng the fun of vid eo ga mes, it Expand yo ur repertoire ! IT'S AMIRAClf ! makes kids (even grown-up kids) want to The JI!/ irac/e So11g PAGE 4 NINT!NDO THE MIRACLE PIANO TEACHING SYSTEM learn . It doesn't matter whether you 're 6 Coflectioll: Vo/11111e I ~ or 96 - The Mirttcle brings th e joy of music adds 40 popular ENT!RTA INMENT PAGE/ to everyo ne. ,.-~.--. titles to your The Miracle PiC1110 PRODUCTI VITY PAGE 10 Tet1dti11gSyste111, in cluding: "La Bamba," by Ri chi e Valens; INFORMATION PAGElJ "Sara," by Stevie Nicks; and "Thi s Masquerade," by Leon Russell. Volume II VA LU EP ACKS PAGE 16 adds 40 MORE titles, including: "Eleanor Rigby," by John Lennon and Paul McCartney; "Faith," by George M ichael; Learn at your own pace, and at "The Girl Is M in e," by Michael Jackson; your own level. THESE SYMBOLS INDICATE and "People Get Ready," by C urtis FORMAT AVAILABILITY: As a stand-alone instrument, The M irt1de Mayfield. Each song includes two levels of play - and learn - at yo ur own rivals the music industry's most sophis playin g difficulty and is full y arra nged pace, at your own level, NIN TEN DO ti cated MIDI consoles, with over 128 with complete accompaniments for a truly ENTERTAINMENT SYST!M whenever yo u want. -
Knightmare Total
Interface Total Knightmare TOTAL KNIGHTMARE The perils of adapting video games for TV The creators of Knightmare and Last Commander describe the tricky process of introducing video game elements to television shows WRITTEN BY sk your average player what it is AARON POTTER they prefer about video games A compared to other forms of entertainment, and chances are that the word ‘interactive’ will eventually crop up. Where movies, television, and literature are generally passive, video games offer us the ability to affect their characters and locations with change – or at least the illusion of it. This hasn’t, however, stopped a small portion of producers from attempting to rework video game concepts for a television audience on numerous occasions. Games are tough to adapt in any medium, so we spoke to the few experienced creatives – past and present – with a track record of getting it right. There are two ways video games have surfaced on television over the years. We’ve seen shows centred on the discussion of video games (GamesMaster, Games World, and Gamezville, to name a few) and programmes that are either inspired by or directly focused on a single game or genre. The gap left by the former has unequivocally been filled by the glut of personality-driven channels on YouTube, but it’s in the latter where the idea has arguably been more fruitful. ITV’s Knightmare is perhaps the best example; between 1987 and 1994, it inspired the hearts of fantasy enthusiasts with its unique blend of real-space 28 / wfmag.cc Interface Total Knightmare wfmag.cc \ 29 Interface Total Knightmare In Last Commanders, Skye’s red attire was inspired by Claire Redfield’s look in dungeon crawling, puzzle-solving, and virtual appearing on computers like the BBC Micro, Resident Evil 2. -
Nintendo Game Boy
Nintendo Game Boy Last Updated on September 26, 2021 Title Publisher Qty Box Man Comments 4 in 1: #1 Sachen 4-in-1 Fun Pak Interplay Productions 4-in-1 Funpak: Volume II Interplay Productions Addams Family, The Ocean Addams Family, The: Pugsley's Scavenger Hunt Ocean Adventure Island II: Aliens in Paradise, Hudson's Hudson Soft Adventure Island II: Aliens in Paradise, Hudson's: Electro Brain Rerelease Electro Brain Adventure Island, Hudson's Hudson Soft Adventure Island, Hudson's: Electro Brain Rerelease Electro Brain Adventures of Rocky and Bullwinkle and Friends, The THQ Adventures of Star Saver, The Taito Aerostar VIC Tokai Aerostar: Sunsoft Rerelease Sunsoft Aladdin, Disney's Virgin Interactive Aladdin, Disney's: THQ Rerelease THQ Alfred Chicken Mindscape Alien vs Predator: The Last of His Clan Activision Alien³ LJN All-Star Baseball '99 Acclaim Alleyway Nintendo Altered Space Sony Imagesoft Amazing Penguin Natsume Amazing Spider-Man 3, The: Invasion of the Spider-Slayers LJN Amazing Spider-Man, The LJN Amazing Tater Atlus Animaniacs Konami Arcade Classic #1: Asteroids & Missile Command Nintendo Arcade Classic #2: Centipede & Millipede Nintendo Arcade Classic No. 3: Galaga & Galaxian Nintendo Arcade Classic No. 4: Defender / Joust Nintendo Asteroids Accolade Atomic Punk Hudson Soft Attack of the Killer Tomatoes THQ Avenging Spirit Jaleco Balloon Kid Nintendo Barbie Game Girl Hi-Tech Express Bart Simpson's Escape From Camp Deadly Acclaim Baseball Nintendo Bases Loaded Jaleco Batman Sunsoft Batman Forever Acclaim Batman: Return of the -
The Game Development Process
The Game Development Process Introduction Outline • Game Business Overview – Stats –Shape • Overview of Game Development Players • Game Companies – Developers and Publishers –Timeline –Examples 1 Random Statistics • 60% of all Americans play video games – In 2000, 35% of Americans rated playing computer and video games as the most fun entertainment activity for the third consecutive year • Computer/video game industry on par with box office sales of the movie industry – $6.35B/year for U.S. Sales in 2001 • Development – Costs $3M to $10M to develop average game – Takes 12-24 months • 70+ million Playstations worldwide – 30 million PS2’s, 4 million Xbox’s, 4 million GameCubes – Maybe 10 million Xbox 360s by end of 2006 • 400,000 pay $12.50/month to play Everquest Laird and Jamin, EECS 494, Umich, Fall 2003 and Chapter 7.2, Introduction to Game Development Hit-Driven, Entertainment Business • Entertainment, not packaged goods – Consumers say, “I have to have the next WarCraft game from Blizzard!” – No one says, “I have to have that next razor blade from Gillette!” –Games generate • emotional responses - fulfill fantasies • escape from reality - stimulate the senses • Causes of success are intangible • “Quality is king” • Consumers are smarter than often thought • Hits are made by: – those who are: creative, instinctive, and who know what a great gaming experience feels like – not by marketing executives Laird and Jamin, EECS 494, Umich, Fall 2003 2 Business Models • Software developers and publishers – Money from game sales – Internet games • Initial game • Monthly fee • Console developers – Proprietary media delivery – Lose money on consoles (the faster they sell, the faster they go out of business) – Charge fee for each game sold • Tool developers – Create “engines” and “middleware” and sell to game developers • Contract services: – Motion capture, art, cut-scenes, audio, … Laird and Jamin, EECS 494, Umich, Fall 2003 Sales • 2003 U.S. -
S Q X W W X А V А
RETRO7 Cover UK 09/08/2004 12:20 PM Page 1 ❙❋❙P✄❍❇N❋❙ ❉PNNP❊P❙❋•❚❋❍❇•❖❏❖❋❖❊P•❇❇❙❏•❚❏❖❉M❇❏❙•❇❉P❙❖•& NP❙❋ * ❏❚❚❋✄❚❋❋❖ * ❙❋❙P✄❍❇N❋❙ £5.99 UK • $13.95 Aus $27.70 NZ ISSUE SEVEN I❋✄❇❇❙❏✄❚✄G❇N❏M ◗P❋❙✄❏IP✄I❋✄◗❙❏❉❋? ❉M❇❚❚❏❉✄❍❇N❏❖❍✄❋◗P✄L I❋✄❚IP✄& ❏❚✄❚❇❙✎✄N❇I❋✄❚N❏I ❉P❏❖✏P◗✄❉P❖❋❙❚❏P❖❚ I❏❉I✄IPN❋✄❋❙❚❏P❖✄❇❚✄❈❋❚? ◗M❚✄MP❇❊❚✄NP❙❋✢ I❋✄M❋❋M✄ ❚P❙✄❉P❖❏❖❋❊✎✄ L❋❏I✄❉❇N◗❈❋MM9✎ ❚✄❊❋❚❋❙✄❏❚M❇❖❊✄❊❏❚❉❚ >SYNTAX ERROR! >MISSING COVERDISC? <CONSULT NEWSAGENT> & ❇❙❉❇❊❋✄I❖✄◗❊❇❋ 007 Untitled-1 1 1/9/06 12:55:47 RETRO7 Intro/Hello 11/08/2004 9:36 PM Page 3 hello <EDITORIAL> >10 PRINT "hello" Editor = >20 GOTO 10 Martyn Carroll >RUN ([email protected]) Staff Writer = Shaun Bebbington ([email protected]) Art Editor = Mat Mabe Additonal Design = Roy Birch + Da Beast + Craig Chubb Sub Editors = Rachel White + Katie Hallam Contributors = Richard Burton + David Crookes Jason Darby + Richard Davey Paul Drury + Ant Cooke Andrew Fisher + Richard Hewison Alan Martin + Robert Mellor Craig Vaughan + Iain "Plonker" Warde <PUBLISHING & ADVERTISING> Operations Manager = Debbie Whitham Group Sales & Marketing Manager = Tony Allen hello Advertising Sales = Linda Henry elcome to another horseshit”, there must be a others that we are keeping up Accounts Manager = installment in the Retro thousand Retro Gamer readers our sleeves for now. We’ve also Karen Battrick WGamer saga. I’d like to who disagree. Outnumbered and managed to secure some quality Circulation Manager = Steve Hobbs start by saying a big hello to all outgunned, my friend. coverdisc content, so there’s Marketing Manager = of those who attended the Classic Anyway, back to the show. -
The Danish Computer Game Industry Annual Mapping 2005
The Danish Computer Game Industry Annual Mapping 2005 Copenhagen Business School May 2005 Please refer to this report as: ʺA Mapping of the Danish Computer Games Industryʺ published by IMAGINE.. Creative Industries Research at Copenhagen Business School. CBS, May 2005 A Mapping of the Danish Computer Games Industry Copenhagen Business School · May 2005 Preface The present report is part of a series of mappings of Danish creative industries. It has been conducted by staff of the international research network, the Danish Research Unit for Industrial Dynamics, (www.druid.dk), as part of the activities of IMAGINE.. Creative Industries Research at the Copenhagen Business School (www.cbs.dk/imagine). In order to assess the future potential as well as problems of the industries, a series of workshops was held in November 2004 with key representatives from the creative industries covered. We wish to thank all those, who gave generously of their time when preparing this report. Special thanks go to Søren Sørensen, President and CEO, Interactive Television Entertainment ApS; Christian Majgaard, CEO, World Simulation Software; Morten Borum, CFO, IO Interactive; Peter Juhl Nielsen, Investment Manager and Associate Partner, BankInvest; Morten Nielsen, Marketing Manager, Electronic Arts Denmark; and Jesper J. Lange, Partner, Rønne & Lundgren. Numerous issues were discussed including, among others, market opportunities, new technologies, and significant current barriers to growth. Special emphasis was placed on identifying bottlenecks related to finance and capital markets, education and skill endowments, labour market dynamics, organizational arrangements and inter‐firm interactions. The first version of the report was drafted by Anders Mehlbye, Copenhagen Business School, during the autumn of 2004 and finalized for publication by Julie Vig Albertsen, who has done sterling work as project leader for the entire mapping project. -
NA EU Art Alive! Western Technologies •Segana/EU/JP Buck
688 Attack Sub Electronic Arts Sega NA EU NA EU Art Alive! Western Technologies •SegaNA/EU/JP NAJP BREU Buck Rogers: Countdown to Doomsday Strategic Simulations •Electronic ArtsNA/EU NABR EU California Games •EpyxOriginal design •SegaNA/EU BR Centurion: Defender of Rome •Bits of Magic Electronic Arts NA EU Divine Sealing (Unlicensed) Studio Fazzy CYX JP Hardball! Accolade Ballistic NA EU NA EU James Pond: Underwater Agent •Millennium Interactive •Electronic ArtsNA/EU BR John Madden Football '92 Electronic Arts EASN NA EU M-1 Abrams Battle Tank Dynamix Electronic Arts/Sega NA EU NA EU Marble Madness Atari Electronic Arts JP Mario Lemieux Hockey Ringler Studios Sega NA EU NA EU Marvel Land Namco Namco JP Master of Monsters Systemsoft Renovation Products NA JP Master of Weapon Taito Taito JP NA EU Mercs Capcom Capcom JP Mickey's Ultimate Challenge Designer Software Hi Tech Expressions NA Might and Magic: Gates to Another World New World Computing Electronic Arts NA EU Mike Ditka Power Football Ballistic Accolade NA Ms. Pac-Man General Computer Corp. Tengen NA EU NA EU Mystical Fighter Taito DreamWorks JP Onslaught •RealmsOriginal Design Ballistic NA NA JP Rampart •Atari GamesOriginal design •TengenNA/JP KR Rings of Power Naughty Dog Software Electronic Arts NA EU NA EU Road Rash Electronic Arts •Electronic ArtsNA/EU JP BR Saint Sword Taito Taito NA JP NA EU Shadow of the Beast Psygnosis Electronic Arts NAJP EU Space Invaders '91 Taito Taito NAJP EU Speedball 2 The Bitmap Brothers Arena Entertainment JP NA EU Spider-Man Sega Sega JP Starflight -
Nintendo NES
Nintendo NES Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments 10-Yard Fight: 5 Screw - System TM Nintendo 10-Yard Fight: 3 Screw Nintendo 10-Yard Fight: 5 Screw Nintendo 10-Yard Fight: 3 Screw - Part No. Nintendo 1007 Bolts Neodolphino 1942: 5 Screw Capcom 1942: 3 Screw - Round Seal Capcom 1942: 3 Screw - Oval Seal Capcom 1943: The Battle of Midway: Round Seal Capcom 1943: The Battle of Midway: Oval Seal Capcom 3-D WorldRunner: 5 Screw Acclaim 3-D WorldRunner: 3 Screw Acclaim 6 in 1 Caltron 720°: Seal ™ Mindscape 720°: Seal ® Mindscape 8 Bit Xmas 2012 RetroZone 8 Eyes Taxan Abadox: The Deadly Inner War Milton Bradley Action 52: Green Board - Clear Label Active Enterprises Action 52: Black Board Active Enterprises Action 52: Green Board - Blue Label Active Enterprises Action 53 Vol. 3: Revenge of the Twins Infinite NES Lives Action 53 Vol. 3: Revenge of the Twins: Limited Edition Infinite NES Lives Action 53 Vol. 3: Revenge of the Twins: Famicom Cart Infinite NES Lives Action 53 Vol. 3: Revenge of the Twins: Contributor Cart Infinite NES Lives Addams Family, The Ocean Addams Family, The: Pugsley's Scavenger Hunt Ocean Advanced Dungeons & Dragons: DragonStrike FCI Advanced Dungeons & Dragons: Heroes of the Lance FCI Advanced Dungeons & Dragons: Hillsfar FCI Advanced Dungeons & Dragons: Pool of Radiance FCI Adventure in Numberland, Mickey's Hi-Tech Expressions Adventure Island 3 Hudson Soft Adventure Island II Hudson Soft Adventure Island, Hudson's: Round Seal Hudson Soft Adventure Island, Hudson's: Oval Seal Hudson Soft Adventures in the Magic Kingdom, Disney's Capcom Adventures of Bayou Billy, The Konami Adventures of Dino Riki, The Hudson Soft Adventures of Gilligan's Island, The Bandai Adventures of Lolo HAL America Adventures of Lolo 2 HAL America Adventures of Lolo 3 HAL America Adventures of Rad Gravity, The Activision Adventures of Rocky and Bullwinkle and Friends, The THQ Adventures of Tom Sawyer Seta After Burner Tengen Air Fortress HAL America Airball RetroZone Airwolf Acclaim Al Unser Jr. -
LEGO® Island: Birth of a LEGO Video Game
LEGO® Island: Birth of a LEGO Video Game It may not have been the first LEGO® video game, but it was arguably the most impactful. LEGO Island released in September 1997 to overwhelmingly positive reviews. The open- world LEGO game went on to become a best seller two years in a row and planted the roots for what would become the most successful approach to both the looks of digital LEGO bricks and the philosophical approach to digital play with those toys. The game's timing couldn't have been better. Game Crash and Nintendo Fear To fully understand how and why the LEGO Group greenlit the creation of LEGO Island, you need to go back to the infamous video game crash of 1983. Video game revenue peaked that year, but a combination of over investment and poor control of physical stock led to a drop of nearly 97 percent in revenue by 1985. The collapse bankrupted a slew of video game companies and nearly destroyed the once-booming video game industry. In 1986, Nintendo managed to revive the industry by sneaking its Nintendo Entertainment System console into toy stores. It did this by packaging the system with a plastic robot and marketing it more as a toy than a video game console. The NES's tremendous success reinvigorated the market, and then the arrival of the Game Boy portable system in 1989 expanded that market. Over the next half-decade, the number of companies reentering the game industry began to blossom. By 1995, the arrival of the fifth generation of consoles included massive players like Sony and its PlayStation. -
Commodore Amiga
Commodore Amiga Last Updated on September 27, 2021 Title Publisher Qty Box Man Comments 007: Licence to Kill Domark 3D World Soccer Simulmondo 3D World Tennis Simulmondo 4-Get-It TTR Development 4D Sports Boxing Mindscape 4D Sports Driving Mindscape Accordion UnSane Creations Action Cat 1001 Software Action Fighter Firebird Action Sixteen Digital Integration Adrenalynn Exponentia ADS: Advanced Destroyer Simulator Futura - U.S. Gold Advanced Dungeons & Dragons: Eye of the Beholder SSI Advanced Dungeons & Dragons: Eye of the Beholder II - The Legend of Darkmoon SSI Advanced Dungeons & Dragons: Heroes of the Lance SSI Advantage Tennis Infogrames Adventure Construction Set Electronic Arts Adventures in Math Free Spirit Adventures of Maddog Williams in The Dungeons of Duridian, The Game Crafters Adventures of Robin Hood, The Millennium After the War Dinamic Airborne Ranger MicroProse Alien Breed II: The Horror Continues Team 17 Alien Breed: Special Edition 92 Team 17 Alien Breed: Tower Assault Team 17 Alien Legion Gainstar Software Alien Syndrome ACE All Dogs Go to Heaven Merit All New World of Lemmings Psygnosis Alpha Waves Infogrames Altered Beast Activision Altered Destiny Accolade Amberstar Thalion Amegas Pandora American Tag-Team Wrestling Zeppelin Platinum Amiga Karate Eidersoft Amy's Fun-2-3 Adventure Devasoft Anarchy Psyclapse Ancient Games Energize Another World Delphine - U.S. Gold Antago Art of Dreams Antheads: It Came from the Desert II Cinemaware Apache Team 17 Apidya Play Byte Apocalypse Virgin Apprentice Rainbow Arts Aquatic Games, The: Starring James Pond and the Aquabats Millennium Arabian Nights Krisalis Arachnophobia Disney - Titus Arazok's Tomb Aegis Arcade Fruit Machine Zeppelin Platinum Arcade Pool Team 17 Archer MacLean's Pool Virgin Archipelagos Logotron This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
When It's Clear As MUD, in Your Neighbourhood. Who Ya Gonna Call?
When it's clear as MUD, in your neighbourhood. Who ya gonna call? Written by dreamkatcha. Any related videos, as always, can be found on my YouTube channel. None of this would have been possible without the fantastic resources generously provided by immensely talented emulator authors, and communities such as Hall of Light, Lemon Amiga, Lemon 64, World of Spectrum, Moby Games, World of Longplays and Recorded Amiga Games. Thank you for your tireless dedication to preserving the history of gaming. ------------------------------------------- Coder, designer and musical maestro, Antony 'Ratt' Crowther, is best known for his prolific Commodore 64 output, yet over the years has - despite some initial reluctance - learnt to adapt to developing for whatever the current platform happens to be. Not only did he support multiple systems, he spanned most genres, his diverse line-up extending to text adventures, shoot-'em-ups, platformers, RPGs and puzzle games. "Zig Zag is without question, a technically brilliant game. The landscape scrolls smoothly and the way that walls flick into existence is incredible. Shoot 'em up fans may not be so keen, but it boasts an impressive list of options and there's enough depth to keep maze freaks and mappers happy for ages." Zzap! awards Zig Zag a shiny 92% badge of honour, plus a venerable plug on the magazine's cover (December, 1987) One of his many high profile roles saw him working as a programmer at Mindscape in Burgess Hill where he was tasked with creating the official Captain Planet and the Planeteers cartoon license tie-in game that would be bundled with the Commodore Amiga 500 ‘Cartoon Classics' system in 1991, and later sold as a standalone retail product. -
Uncanny Children, Haunted Houses, Hidden Rooms: Children's Gothic Television in the 1970S and '80S Helen Wheatley Version of Record First Published: 14 Nov 2012
This article was downloaded by: [T&F Internal Users], [Catherine Lester] On: 27 November 2012, At: 03:27 Publisher: Routledge Informa Ltd Registered in England and Wales Registered Number: 1072954 Registered office: Mortimer House, 37-41 Mortimer Street, London W1T 3JH, UK Visual Culture in Britain Publication details, including instructions for authors and subscription information: http://www.tandfonline.com/loi/rvcb20 Uncanny Children, Haunted Houses, Hidden Rooms: Children's Gothic Television in the 1970s and '80s Helen Wheatley Version of record first published: 14 Nov 2012. To cite this article: Helen Wheatley (2012): Uncanny Children, Haunted Houses, Hidden Rooms: Children's Gothic Television in the 1970s and '80s, Visual Culture in Britain, 13:3, 383-397 To link to this article: http://dx.doi.org/10.1080/14714787.2012.712889 PLEASE SCROLL DOWN FOR ARTICLE Full terms and conditions of use: http://www.tandfonline.com/page/terms-and-conditions This article may be used for research, teaching, and private study purposes. Any substantial or systematic reproduction, redistribution, reselling, loan, sub-licensing, systematic supply, or distribution in any form to anyone is expressly forbidden. The publisher does not give any warranty express or implied or make any representation that the contents will be complete or accurate or up to date. The accuracy of any instructions, formulae, and drug doses should be independently verified with primary sources. The publisher shall not be liable for any loss, actions, claims, proceedings, demand, or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of this material.