Mindscape-Catalog
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
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. -
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. -
Computer Entertainer / Video Game Update
r >v ComputerEntertainer INCLUDES Th€ Wiiibxe© £amc Um/kit 5916Lemona Avenue, VanNuys, CA 91411 ©July, 1988 Volume 7, Number 4 $3.50 In This Issue... CES Wrap-Up Continuedfrom Last Month Your Choice for the newest member of the Reader's Hall ofFame Forever Blowing Bubbles The results of the Questionnaire REVIEWS Include... After seeing Accolade's booth at CES and their bubble machine spewing shiny, translucent orbs Soko-Ban into the air, it's quite a temptation to ....for Apple Bubble Ghost make jokes about Lawrence Welk. But Speed Buggy we'll resist the temptation and simply Atari ...for ST tell you that Accolade was highlighting Clubhouse Sports its new action game, BUBBLEGHOST, ...for Commodore 64 the Atari Tetris shown on ST. An Apple IIGS ...for Macintosh version is coming soon. This one looks L.A. Crackdown very cute, with its bubble-blowing ghost Zorkquest floating through 36 dangerous cham- ...for multi-systems Double Dragon bers. The ST version should be ready for ...for Nintendo review in next month's issue. Space Hunter 3D New Accolade Sports Games Zillion II Accolade is adding four new games to ...for Sega its sports lineup: FAST BREAK (bas- TOP FIFTEEN COMPUTER GAMES ketball) by Steve Cartwright, SERVE 1. Three Stooges (Cm/Co) & 2. Paperboy (Min/Co) VOLLEY (tennis) and RACK 'EM (5 Serve &. Volley 3. Gauntlet (Min/Co) 4. Questran II (SSI/Co) billiards games) by Canada-based Ar- 5. Skate or Die (EA/Co) tech Digital Entertainments, and 6. Games: Winter Edition (Co) 7. Maniac Mansion (Act/Co) T.K.O. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections. -
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. -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power. -
Interview with Joe Abrams from the Software Toolworks
Interview with Joe Abrams from The Software Toolworks Adrian Bye: Today, I’m talking with Joe Abram, who is an illustrious man from a diverse set of areas. I’ve even actually got a list of things that Scott has given me to ask you about, and maybe put you on the spot a little bit. Joe, why don’t you take it away, and tell us who you are and what you’ve done. Joe Abrams: Sure. I guess my real background is an entrepreneur began in the early 1980’s when I co‐founded a small entertainment company, call the Software Toolworks. My cousin and I started the company in his garage, in Sherman Oaks, Southern California, doing, first, programming tools for operating systems before the Mac, before the IBM PC, for operating systems like CPM, and even systems before that. We grew that company organically, eventually we got to 6‐7 people, and we moved out of his garage, and by 1988, we have grown to about $2million in revenue. At that point, we started branching out from actual pure publishing tools, C compilers, macroassemblers, things like that, to actually publishing applications, which people were writing using our tools. So we had two hit products in the late 80’s, one was Chessmaster (chess‐playing program), the other was Mavis Beacon Teaches Typing (typing tutorial product). We needed to raise a little bit of capital. We had grown the company all by sweat equity up until then. And through a combination of circumstances, we actually did a reverse merger in 1988. -
Computer Gaming World Issue 30
Number 30 August 1986 FEATURES American Dream 12 A Management Simulation Steve Estvanik Phantasie II 16 A Review Scorpia Industry Update 24 Many New Titles on the Way The Kobayashi Alternative Revisited 30 Scorpion's Tale Takes Another Look Scorpia And The Winner Is... 35 Generic Game Design Contest Winner DEPARTMENTS Taking A Peek 5 Screen Photos and Brief Comments Sports Scoreboard 20 GBA Championship Basketball, et al Rick Teverbaugh Amiga Preferences 26 Information for the Amiga Gamer Roy Wagner Commodore Key 28 Information for the Commodore Gamer Roy Wagner Macintosh Window 36 Orbiter and Flight Simulator Frank Boosman Atari Playfield 38 Silent Service, et al Gregg Williams Over There 42! British Computer Games Leslie Bunder Reader Input Device 45 Game Ratings 48 100 Games Rated Software Country Electronic Arts your instrument panel moni- 9713 Santa Monica Blvd, Ste 204 1820 Gateway Drive tors wind speed, wind direc- Beverly Hills, CA 90210 San Mateo, CA 94404 tion and boat heading. Eight 213-278-8450 415-571-7171 courses to race. One or two players. Includes a 45-rpm CHESSMASTER 2000: A very ULTIMATE WIZARD: Run, record with a sailing tutorial nice new entry into the ranks jump and climb through a on one side and an original of chess programs. 12 differ- world of treasures, sorcery song about the America's Cup ent levels of play; the com- and creatures in this arcade on the other. Apple, IBM. puter will make 1 move every release. 100 levels provided, 7 seconds at level 1 - 1 move plus a construction set to cre- $39.95.