Ries—In This Case, Strega by Andrew Vachss—When the Briefest IF Mention Jumped out at Me

Total Page:16

File Type:pdf, Size:1020Kb

Ries—In This Case, Strega by Andrew Vachss—When the Briefest IF Mention Jumped out at Me November/ December 1996 Issue #12 The Magazine for Interactive Fiction Enthusiasts I was curled up reading one of those hard-boiled crime sto- ries—in this case, Strega by Andrew Vachss—when the briefest IF mention jumped out at me: Lily took us to her office, at the end of the corridor. It looked like a kid’s playroom except for the computer screen on the desk. I looked at the keyboard—there was no lock-out device. “How do you keep someone from getting into your records?” I asked her. She laughed, tapping some keys. “Want to play a fast game of Zork before we get down to business?” The screen had some kind of mazes-and-monsters game on it. ”That’s all you have it for?” “Sure,” she said, looking at Immaculata as I was an idiot. Of course, there’s probably no such this as a “fast” game of Zork, but it was great to see the unexpected reference. (Actually, this whole series by Andrew Vachss would make a great basis for an adventure game, but that’s beside the point.) Contents: If you run across any similar mentions in popular fiction, I’d appreciate hearing about it—please let me know the author’s Top 10 Picks for IF on the Web.................2 name, book title, and the publisher. Letters .......................3 In other news, I think you’ll find a lot of stuff worth reading in this issue. Neil deMause interviews Amy Briggs, author of Romancing the Genre: An Interview with Infocom’s historical romance Plundered Hearts. Rob Daviau Plundered Hearts’ polled visitors to the IF newsgroups about how they went about Amy Briggs .................5 seeking help when stuck in the middle of a game. And C.E. The Year in Review: Forman has compiled his second annual year-in-review report IF in 1996 ..................9 on the state of events in the IF community. Chris has also announced that commitments to a new ’zine will prevent him Cheat, Beg, Wheedle, Cajole...and other from continuing to contribute to XYZZYnews. His final piece— strategies for how we and interview with playtester extraordinaire Michael Kinyon— finish IF games .........15 will appear next issue. I want to thank Chris for his prolific Bulletin Board: prose and cheerful devotion to all things IF-related—he has been readers helping an inspiration to us all, and his articles will be sorely missed. other readers............18 Until next issue, happy gaming! Announcing the XYZZY Awards...........19 Eileen Mullin What’s on the Disk....20 [email protected] NEWSBRIEFS…NEWSBRIEFS…NEWSBRIEFS…NEWSBRIEFS… November/December Top 10 Picks XYZZYnews is published bimonthly by for IF on the World Wide Web Bran Muffin Communications, 160 West 24th Street, # 7C, New York, NY 10011, USA. Email: [email protected]. URL: A Time of Madness http://www.xyzzynews.com/. Send all http://www.dcs.ed.ac.uk/~mc/atom.htm inquiries, letters, and submissions to any of the addresses above. Adam Crutchlow’s text adventures page http://www.public.iastate.edu/~evers/text_adv.html Contents © 1996 XYZZYnews. All rights reserved. Published in the United States Fredrik’s Interactive Fiction Starter’s Kit of America. http://www-und.ida.liu.se/~d91frera/ifstart.html Electronic versions: There are Home Page for PilotZIP (Z-Code Interpreter Program) currently three versions of XYZZYnews made available online. One is in ASCII http://www.concentric.net/~rbram/zip.shtml and can be viewed with any text reader. You can also download a .PDF file that IF World Online mirrors the layout of the print version. http://www.rit.edu/~fxp4258/if/ Use the Adobe Acrobat Reader (available for Windows, Mac, DOS and UNIX) to view Interactive Fiction Online Archive the .PDF file; no special fonts or linked http://www.mlab.uiah.fi/~akivela/if/zpletx/ graphics are needed. You can obtain Acrobat Reader from ftp.adobe.com in the pub/adobe/applications/Acrobat Jerry’s Hugo Homepage folder, or follow the links from their Web http://oak.kcsd.k12.pa.us/~jnichols/hugo/ page at http://www.adobe.com. Thirdly, you can also read this issue of Python Language Home Page XYZZYnews on the World Wide Web at http://www.python.org http://www.xyzzynews.com/xyzzy.12.html Python Universe Builder Subscriptions: All electronic versions are http://www-acs.ucsd.edu/~jstrout/python/pub/index.htm available at no cost. You can obtain either the ASCII or PDF versions by FTPing to the Tolkien text adventure games ftp.gmd.de/if-archive/magazines/ XYZZYnews directory. To be added to the http://www.lysator.liu.se/tolkien-games/adventures.html mailing list, please write to eileen@inter- port.net and specify text-only or .PDF ver- sion. The print version includes a 3.5" Mac or PC disk and is $21 (U.S.) for one year (6 issues) or $3.50 for a sample issue. For print subscriptions outside the U.S. or Canada, please email or write for rates. All products, names, and services are trademarks or registered trademarks of their respective companies. Editorial deadline for Issue #13 is January 31, 1997. Editor: Eileen Mullin Contributors to this issue: Rob Daviau Neil deMause Home Page for PilotZIP C.E. Forman 2 Issue #12 November/December 1996 LETTERS…LETTERS…LETTERS…LETTERS…LETTERS…LETTERS…LETTERS…LETTERS…LETTERS… Eileen, tears at this point and it takes myself old-school; I can’t some moments for him to afford, run, or get into many of When I was eleven or twelve I regain his composure ;)). I real- the industry’s recent games. used to take long walks ly can’t complain though. I have yet to see the PDF through the barren suburban Obviously the computer indus- format, but I fully enjoy the landscapes outside of Buffalo try is driven by money, not text-only version—after all, I (back then it was still verging altogether bad because if it like text-based games, no? I on ‘barren rural landscapes’ wasn’t I’d never have gotten enjoy the reviews and inter- actually). I remember once the privilege of a home com- views, when I recognize the finding a Star Trek fanzine. It puter or playing Zork. It is sad interviewee. wasn’t much, four or five pages though how much is lost with —Mischa Krilov of typed and copied stories, leapfrogging technology. I still [email protected] rumors (Star Trek the Movie?) think we’ve not used up the etc. I doubt much came of that potential of previous systems, little ’zine. I think of it, flap- but then I’ve got a soft spot in Eileen, ping along pathetically in the me ’art for 8-bit machines ;). I snow, when I read ’zines on the am like sooooo happy that Have only just discovered web. Most of them are merely there is a quality movement to XYZZYnews in the Web. Being digital versions of my child- keep IF alive. And if it weren’t an interactive fiction fan since hood memory. I’ll read it and for Issue #1 of XYZZYnews I’d at least 1983, I can truthfully in a little while it’ll be gone have missed out on the fun! say it’s like a breath of fresh after one or two ‘issues’. Thanks for hanging in there air. It’s great to know my Sometimes they stick around with your ’zine! The Web has favorite computer gaming on a page for a long time, never become this big ooey gooey genre is still alive despite the anything new, just those few mass of commercial sites with graphics revolution... ‘issues,‘ like virtual detritus no business on the web (a Here are some bugs that washed up on my screen. It’s Zima site for godsakes?) or have occurred in versions of when really good ’zines that sites that consist of family Infocom games that I have fill a hole in our hearts and photographs and excruciating played, but are not on your lat- minds fail that it really sad- details of intimate family est bug list. I’ll have to check dens me. issues (why not just post fami- the details later in order to find Fortunately XYZZYnews ly pictures on the bulletin out the version numbers (if has not failed. That’s due to board at the supermarket?). possible; my Deadline, your dedication and due to the Your page is one of a few that Starcross and Planetfall reports mass of fans out there that have restored my faith in the are based on Commodore 64 never stopped loving the damn internet ;). versions I haven’t played since little brain teasers ;). I remem- Perhaps I should have wait- my C64 went to that great ber buying a Texas Instruments ed to get sleep before writing computer room in the sky). digital watch from a second this ;), oh well, deadlines, dead- Beyond Zork: The hour- hand shop in the early ’80s and lines...Keep up the Great job glass and arch, combined with telling my friend that I was ma’am! the chest, can cause the game going to start collecting —Joe Nowakowski to lock up on you if used ‘antique technology.’ I thought [email protected] together, and if you haven’t this was incredibly clever. opened the chest previously. Now I find that some of the Here’s what happened to me: I best games I’ve ever played are To begin: used the hourglass to travel to considered ‘antique technolo- the Plaza’s past, and opened the gy.’ How did this happen? One I can honestly say that your chest.
Recommended publications
  • DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
    UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? .
    [Show full text]
  • Now That I've Cleared out the New
    Issue #14 The Magazine for Interactive Fiction Enthusiasts Now that I’ve cleared out the New Year’s Eve party detritus — the confetti is swept, the empty champagne bottles tucked in with the recyclable trash — I’d like to venture forth with a 1998 proposition, not so much a resolution, for the IF commu- nity: let’s turn the now-yearly IF competition into a biennial event, celebrated every two years perhaps much like the Olympics are now. The benefits are readily apparent: IF programmers could have twice as long to fine-tune their entries, investing more time in thoughtful writing, elegant puzzle design, fleshed-out storylines, and better bug-testing; more aspiring programmers would toss their hats in the ring; while the rest of the IF fans would have more time to enjoy and methodically explore each new competition game — savoring more fully developed, memorable games instead of hurrying through too many games that, while generally well-conceived, were too rushed through development (to meet competition deadlines) to prove really enjoyable. Contents: While many IF fans have more free time than I do — and anyone who’s stayed tuned this long for XYZZYnews’s uneven Top 10 Picks for IF on the Web ................2 publishing schedule knows that I haven’t much to spare — just as many face even heavier demands from their work, family, Letters.......................3 school, and other obligations. So let’s give ourselves a collec- The Effects of tive break...! Many of us took years to finish Zork, Adventure, ‘XYZZY’ in the 1997 Trinity, and the other classic text adventures.
    [Show full text]
  • The New Zork Times Dark – Carry a Lamp VOL
    “All the Grues New Zork Area Weather: That Fit, We Print” The New Zork Times Dark – carry a lamp VOL. 3. .No. 1 WINTER 1984 INTERNATIONAL EDITION SORCERER HAS THE MAGIC TOUCH InfoNews Roundup New Game! Hint Booklets Sorcerer, the second in the In December, Infocom's long- Enchanter series of adventures in the awaited direct mail operation got mystic arts, is now available. The underway. Many of the functions game was written by Steve formerly provided by the Zork Users Meretzky, whose hilarious science Group were taken over by Infocom. fiction game, Planetfall, was named Maps and InvisiClues hint booklets by InfoWorld as the Best Adventure were produced for all 10 of Game of 1983. In Sorcerer, you are a Infocom's products. The games member of the prestigious Circle of themselves were also made available Enchanters, a position that you primarily as a service to those of you achieved in recognition of your in remote geographical areas and to success in defeating the Warlock those who own the less common Krill in Enchanter. computer systems. When the game starts, you realize Orders are processed by the that Belboz, the Eldest of the Circle, Creative Fulfillment division of the and the most powerful Enchanter in DM Group, one of the most the land, has disappeared. Perhaps he respected firms in direct mail. Their has just taken a vacation, but it facilities are in the New York metro- wouldn't be like him to leave without politan area, which explains the letting you know. You remember strange addresses and phone num- that he has been experimenting with bers you'll see on the order forms.
    [Show full text]
  • List of Different Digital Practices 3
    Categories of Digital Poetics Practices (from the Electronic Literature Collection) http://collection.eliterature.org/1/ (Electronic Literature Collection, Vol 1) http://collection.eliterature.org/2/ (Electronic Literature Collection, Vol 2) Ambient: Work that plays by itself, meant to evoke or engage intermittent attention, as a painting or scrolling feed would; in John Cayley’s words, “a dynamic linguistic wall- hanging.” Such work does not require or particularly invite a focused reading session. Kinetic (Animated): Kinetic work is composed with moving images and/or text but is rarely an actual animated cartoon. Transclusion, Mash-Up, or Appropriation: When the supply text for a piece is not composed by the authors, but rather collected or mined from online or print sources, it is appropriated. The result of appropriation may be a “mashup,” a website or other piece of digital media that uses content from more than one source in a new configuration. Audio: Any work with an audio component, including speech, music, or sound effects. CAVE: An immersive, shared virtual reality environment created using goggles and several pairs of projectors, each pair pointing to the wall of a small room. Chatterbot/Conversational Character: A chatterbot is a computer program designed to simulate a conversation with one or more human users, usually in text. Chatterbots sometimes seem to offer intelligent responses by matching keywords in input, using statistical methods, or building models of conversation topic and emotional state. Early systems such as Eliza and Parry demonstrated that simple programs could be effective in many ways. Chatterbots may also be referred to as talk bots, chat bots, simply “bots,” or chatterboxes.
    [Show full text]
  • Zorklegacy-Manual
    TABLE 0F C0nTEnTs l0RK nEihESiS Minimum Syscem Requiremencs . .. .. ... .... .. .. .. .. .. ... ... ......... ... 1 lnuoduction ......... .. ........... ........................... ..........2 Geeting Scarred .................. ... ........................ .............5 How co Play Zork Nemesis ............................ ....................7 lnscalling Zork Nemesis for Windows• 95 ..................................... 14 Windows 95 Troubleshooting .............................................. 18 Au co Play . ..................................... ... ........... .. ...... 18 DireccX 3 ... .. .............. ... ......... ..... ... ... .. ...... ... .. ...20 Problems and Solutions .................. .. .. .. ..... .. ..... ... ... .. .. .22 lnscalling Zork Nemesis for MS-DOS• . ...... .. .. .. ..... .. .. ...... ... ..24 MS-DOS Troubleshooting ................................................31 Memory ... ... ................... .... ......... .. ........ .. .. .. .....31 Creacing a Boot Disk ............... ......... ...... ...... .... .. .. ....... .32 Video . ..... .. ... ... .. ....................................... .. ....37 QSound~ .. .. .. .......... ......... ... ................ .. ..... ..... ..39 RETURIT T0 l0RK Installing Recurn co Zork ........ .. ... .... .. ......... .............. ..... .42 Installing Return to Zork for Windows 95 ............... .. ......... ...... .. .45 Instructions for Advanced Users ...... ....... .. ......... ....... ......... 57 Troubleshooting Guide ...................................................60
    [Show full text]
  • The New Zork Times by Brief but Savage Downpour
    ® “All the Gnus Weather: Thic fog, followed That Fit, We Print” The New Zork Times by brief but savage downpour. VOL. 4. .No. 2 —SUMMER 1985— INTERFERON EDITION New Release: A Mind Forever Voyaging A Mind Forever Voyaging, the first were to be introduced. While you're advanced-level Science Fiction story busy exploring the future, the scien- from Infocom, is for true text- tists and programmers who created adventure buffs. Why? Because it you are honing and perfecting the has more locations to visit (several simulation's parameters. Thus, as the hundred), more things to do, more story progresses, you can travel responses, and a large vocabulary further and further in time, watching (1800+ words) than any of our previ- Rockvil prosper as the Plan ously released products. succeeds, or perish as it fails. Only The story takes place in 21st- you can tell on what course the century Rockvil, South Dakota. The country sets itself by adopting the United States of North America has Plan. fallen prey to incredibly high unem- While there are several puzzles to ployment and crime rates. Political keep players on their toes, designer indiffererence, perhaps caused by Steve Meretzky (author of Planetfall backward educational systems or and Sorcerer, and co-author of The diminishing national resources, has Hitchhiker's Guide to the Galaxy) Items from Dr. Perleman’s desk are contained in every A Mind Forever swept the nation. Exploiting this op- concentrated more on immersing the Voyaging package. portunity, Senator Richard Ryder has player in a vast, highly detailed, develop (sic) the Plan for a Renewed realistic world; a vision of the National Purpose, stressing patriot- destiny of mankind.
    [Show full text]
  • 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.
    [Show full text]
  • The Post Infocom Text Adventure Collection
    The Post Infocom Text Adventure Collection Many of us played and loved the text adventures produced by Infocom in the 1980’s. They were rich in story and puzzles, and contained some excellent writing. In the years since Infocom’s demise in 1989, there have been a lot of good games produced using the Z-Machine - the game format that Infocom was using. This gives us a chance to make these modern-day games run on the computers of the 80’s, like the Commodore 64. I decided to create a collection of Z-machine games for the C64, and this is it. All in all, it’s 31 games, released in 1993-2015. Each game has been put into its own directory, in which is also an empty disk for game saves and a file called AUTOSWAP.LST to make life easier for people using the SD2IEC diskdrive substitute. If you haven’t played text adventures before, or feel that you never got the hang of it, you should read the chapter How to play a text adventure. If you want more of a background on Infocom and the game format they used, you should read the chapter about The Zork Machine at the end of this document. There is also a chapter about the process of porting Z-machine games to the C64 and, finally, a chapter about writing your own games. I created this documentation as a PDF, so that you could easily print it out and keep it nearby if you’re enjoying the collection on a real C64.
    [Show full text]
  • Shaping Stories and Building Worlds on Interactive Fiction Platforms
    Shaping Stories and Building Worlds on Interactive Fiction Platforms The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Mitchell, Alex, and Nick Monfort. "Shaping Stories and Building Worlds on Interactive Fiction Platforms." 2009 Digital Arts and Culture Conference (December 2009). As Published http://simonpenny.net/dac/day2.html Publisher Digital Arts and Culture Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100288 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Shaping Stories and Building Worlds on Interactive Fiction Platforms Alex Mitchell Nick Montfort Communications and New Media Programme Program in Writing & Humanistic Studies National University of Singapore Massachusetts Institute of Technology [email protected] [email protected] ABSTRACT simulates an intricate, systematic world full of robots, made of Adventure game development systems are platforms from the components and functioning together in curious ways. The world developer’s perspective. This paper investigates several subtle model acts in ways that are mechanical and nested, making the differences between these platforms, focusing on two systems for code’s class structure seemingly evident as one plays the game. In interactive fiction development. We consider how these platform contrast, Emily Short’s Savoir-Faire (2002), written in Inform 6 differences may have influenced authors as they developed and of similar complexity, exhibits less obvious inheritance and systems for simulation and storytelling. Through close readings of compartmentalization.
    [Show full text]
  • Atari Classics V2n6 December 1993
    Vol. 2 No. 6 December 1993 The Magazine for the Dedicated 8-Bit User In this Issue: Super Video 2.1XL (for all 0 Super Video for the 130XE Color Tuning Utility Color and the Clock TTL Video for All 8-Bits! Exploring the Wild FONTier 80-Column Switcher Rev. 2 Use A Multisync Monitor : : : : : : ; ; >; ; : : : League Organiser :v: : ; :vj|.\ ...and more •x>.>;:^r:-^ v.w \ Av.w v.y v.y.-.;.v.\v. >. .•<%V>.V.V. Hackers! Warm Up Your Soldering Iron! IT'S TIME FOR THE ANNUAL NOW is the time to stock on those upgrades Our sale last year was such a success we've decided to do it again! 1050 disk drive upgrades: XUXE upgrades: The Super Archiver orig. $69.95, now 2 UltraSpeed Plus OS orig. $69.95, now $54.95! (Double Density disk edit and backup tool, high speed. (High speed, ramdisk support, translator, must-have OS! Add$5fors/h.) Add $5 for s/h.) The Super Archiver II orig. $99.95, now $79.95! The Multiplexer orig. $199.95, now $149.95 (Super Archiver plus Enhanced density backup (Share your hard disk with 2 or more 8-bits! Add $5 for s/h.) Add $5 for s/h.) Extra cards for Multiplexer ..... orig. $89.95, The Bit-Writer orig. $79.95, now $59.95! (Backup t< The Black Box orig. $199.95, now $179.95 (The ultimate HD, R:, and P: interface! Add $8 for s/h.) t* Buy both the Super Archkr and Bit-Writerfor $129,951 U The Floppy Board orig. $149.95, now $134.95 (Fastest floppy interface! Use with the Black Box.
    [Show full text]
  • TADS-A CFD-Based Turbomachinery and Analysis Design System with GUI Volume I--Method and Results
    j/l _ 7 NASA Contractor Report 198440 ( -_ e/ i" TADS-A CFD-Based Turbomachinery and Analysis Design System With GUI Volume I--Method and Results D.A. Topp, R.A. Myers, and R.A. Delaney Allison Engine Company Indianapolis, Indiana (NASA-CR-198440) TADS: A CFD-BASED TURBOMACHTNERY AND ANALYSTS DESIGN SYSTEM WITH GUT. VOLUME 1: METHOD AND RESULTS Final Report (A1|ison Engine Co.) 121 p G3107 0099810 December 1995 Prepared for Lewis Research Center Under Contract NAS3-25950 National Aeronautics and Space Administration Contents 1 Summary 1 2 Introduction 3 3 Analysis Coupling 7 3.1 Solution Procedure ........................ 7 3.2 Programming Philosophy and Standards ............ 10 3.2.1 File Naming Convention ................. 11 3.2.2 Data Standards ...................... 11 3.2.3 Coordinate Systems .................... 12 3.2.4 Shared Routines and Data ................ 13 3.3 Input Requirements ........................ 13 4 Development of Program Modules 15 4.1 INTIGG .............................. 15 4.2 TIGGC3D ............................. 19 4.3 ADPAC Input Generation .................... 20 4.4 BODYF .............................. 22 4.4.1 Airfoil Thickness Determination ............. 22 4.4.2 Mean Stream Surface Determination .......... 23 4.4.3 Carter's Rule ....................... 26 4.4.4 Mean Stream Surface from MEANSL .......... 26 4.5 ADPA C .............................. 27 4.5.1 Body Force Implementation ............... 27 4.5.2 Verification of Blockage Model .............. 30 4.5.3 Verification of Body Force Formulation ......... 30 4.6 Streamline Finder and Airfoil Slicer ............... 36 4.6.1 RADSL .......................... 36 4.6.2 SLICER .......................... 40 4.7 GRAPE .............................. 40 4.8 RVCQ3D ............................. 44 4.9 Locating the Mean Stream Surface ............... 44 4.9.1 RESTACK ........................
    [Show full text]
  • Gamasutra - Features - the History of Activision 10/13/11 3:13 PM
    Gamasutra - Features - The History Of Activision 10/13/11 3:13 PM The History Of Activision By Jeffrey Fleming The Memo When David Crane joined Atari in 1977, the company was maturing from a feisty Silicon Valley start-up to a mass-market entertainment company. “Nolan Bushnell had recently sold to Warner but he was still around offering creative guidance. Most of the drug culture was a thing of the past and the days of hot-tubbing in the office were over,” Crane recalled. The sale to Warner Communications had given Atari the much-needed financial stability required to push into the home market with its new VCS console. Despite an uncertain start, the VCS soon became a retail sensation, bringing in hundreds of millions in profits for Atari. “It was a great place to work because we were creating cutting-edge home video games, and helping to define a new industry,” Crane remembered. “But it wasn’t all roses as the California culture of creativity was being pushed out in favor of traditional corporate structure,” Crane noted. Bushnell clashed with Warner’s board of directors and in 1978 he was forced out of the company that he had founded. To replace Bushnell, Warner installed former Burlington executive Ray Kassar as the company’s new CEO, a man who had little in common with the creative programmers at Atari. “In spite of Warner’s management, Atari was still doing very well financially, and middle management made promises of profit sharing and other bonuses. Unfortunately, when it came time to distribute these windfalls, senior management denied ever making such promises,” Crane remembered.
    [Show full text]