UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN Departamento De Comunicación Audiovisual Y Publicidad II

Total Page:16

File Type:pdf, Size:1020Kb

UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN Departamento De Comunicación Audiovisual Y Publicidad II UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN Departamento de Comunicación Audiovisual y Publicidad II TESIS DOCTORAL Percepción del cambio representativo-icónico y apreciación tecnológica del "game-art" en estudiantes de videojuego de la Comunidad de Madrid (2013-2015): jugabilidad, estética e inmersión MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Francisco Javier Gayo Santacecilia Director Francisco García García Madrid, 2017 © Francisco Javier Gayo Santacecilia, 2016 FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE CAVP II DOCTORADO EN TÉCNICAS Y PROCESOS DE CREACIÓN DE IMÁGENES: APLICACIONES SOCIALES Y ESTÉTICAS PERCEPCIÓN DEL CAMBIO REPRESENTATIVO-ICÓNICO Y APRECIACIÓN TECNOLÓGICA DEL "GAME-ART" EN ESTUDIANTES DE VIDEOJUEGO DE LA COMUNIDAD DE MADRID (2013-2015) : JUGABILIDAD, ESTÉTICA E INMERSIÓN TESIS DOCTORAL PRESENTADA POR: D. Francisco Javier Gayo Santacecilia DIRECTOR: D. Francisco García García MADRID, 2015 Todas las imágenes y textos con copyright referenciados en el presente trabajo, han sido utilizados bajo el derecho de cita, regulado en el artículo 32 del Texto refundido que recoge la Ley de la Propiedad Intelectual (TRLPI) según se recoge en el Decreto Legislativo 1/1996, de 12 de abril. 2 Título : PERCEPCIÓN DEL CAMBIO REPRESENTATIVO-ICÓNICO Y APRECIACIÓN TECNOLÓGICA DEL "GAME-ART" EN ESTUDIANTES DE VIDEOJUEGO DE LA COMUNIDAD DE MADRID (2013-2015) : JUGABILIDAD, ESTÉTICA E INMERSIÓN Palabras clave : Videojuegos, Resolución, Obsolescencia, Percepción, Inmersión, Iconicidad, Pixel-Art/Cartoon, Jugabilidad. Keywords : Videogames, Resolution, Obsolescence, Perception, Immersion, Iconicity, Pixel-Art/Cartoon, Playability. Resumen La presente tesis trata acerca de la construcción y apreciación representativa e icónica del "Game-Art" y su cambio en tiempo de juego. Para ello realizaremos una aproximación a la construcción de la imagen electrónica establecida en la Teoría de la Imagen, para descubrir y plantear los nexos con la imagen de los videojuegos, junto a las características propias que estos presentan. Así pues, partiremos de nuestro sistema perceptivo, como inicio necesario para considerar la manera en la que recibimos y procesamos la información visual, analizando al mismo tiempo como estos principios neurobiológicos afectan a la construcción de la imagen electrónica del videojuego. De esta manera centraremos nuestra atención en los conceptos de luz y color, acudiendo a los principios de la Gestalt y el reconocimiento para recabar nuestras respuestas a las formas y siluetas; pero también viendo nuestros límites de apreciación cromática, al mismo tiempo que estudiamos la aplicación de esos límites de uso del color desde la perspectiva del videojuego. 3 Desde esa base estudiaremos la manera en la que generamos y entendemos los signos icónicos, como parte esencial de nuestra forma social y comunicativa. Veremos entonces la forma en la que construimos la significación de las imágenes y lo que dicho proceso conlleva. Una vez establecida la base perceptiva y semántica, continuaremos con la construcción de nuestro estudio siguiendo la estructura de análisis de una obra de arte propuesta por Colorado (1997), intentaremos así contemplar la imagen del videojuego desde la perspectiva más completa posible, adentrándonos en los orígenes tanto sociológicos como tecnológicos de la construcción y la apreciación de la imagen digital. Siguiendo esta línea, por un lado, consideraremos la interrelación entre la sociedad posmodernista de consumo y la obsolescencia, al tiempo que observaremos la relación del videojuego con el ocio y la cultura. Todo ello con la intención de formar un marco de apreciación esencial en la vigencia o caducidad de los modelos representacionales del "Game-Art", y sus posibles influencias en la tendencia de consumo de videojuegos. Por otro, estableceremos las bases tecnológicas que configuran la imagen electrónica desde el uso del píxel y la evolución de la resolución hasta la visualización del movimiento en pantalla. Entendido este sustrato tecnológico, podremos plantear la clasificación de las imágenes electrónicas considerando la dimensionalidad y la construcción volumétrica o representacional. Enlazaremos en ese momento con la concepción de lo virtual y lo real para poder entender la inmersión del usuario en el videojuego y su construcción/traslación desde la proyección en el personaje protagonista. La construcción de la identidad Icónico-Lúdica nos planteará un acercamiento a los personajes de videojuego desde su faceta visual, abarcando desde los aspectos de constitución en la escala icónica de las imágenes, hasta las 4 apreciaciones del retrogaming y otras influencias tanto socio-tecnológicas como narrativas e identificativas. Todos estos conceptos conformarían el marco teórico, que nos permitirá desarrollar una fase experimental en la que plantear la apreciación de los aspectos representativo-icónicos en los estudiantes de videojuego de la Comunidad de Madrid (2013-2015), y más concretamente a través del cambio del modo de representación de la imagen de videojuego en tiempo de juego, combinando dos o más estéticas o planteamientos visuales, tanto desde la interacción como desde la ejecución del propio sistema de juego. A través de dos experiencias de juego realizaremos la exposición al cambio representacional, y revisaremos cómo afecta este a la inmersión, la jugabilidad, la diversión y la rejugabilidad. Extraeremos mediante dos modelos de encuesta las opiniones y valoraciones de los estudiantes de videojuego, para así poder recabar los datos necesarios que permitan obtener respuesta a las hipótesis y preguntas planteadas. Abstract This thesis or dissertation deals with the construction and appreciation of the iconic-representation in "Game-Art", and its change during gameplay. In this sense we will make an approach to the construction of the electronic image established by the Theory of the Image, to discover and present ties with the the characteristics of the videogame images. So, we will start from our perceptual system as a necessary step to consider the way we receive and process visual information, while analyzing how these neurobiological principles affect the construction of the electronic image of the game. In this way we will focus on the concepts of light and color, going to the 5 principles of Gestalt and recognition, to understand our responses to the shapes and silhouettes; but also our chromatic limits, while studying the application of these limits in color use from the perspective of the game. From that basis we will study the way in which we generate and understand the iconic signs as an essential part of our social and communicative way. Then we will see how we built the significance of the images and what that process entails. Once the perceptive and semantic foundation laid, we will continue building our study following the structure analysis of a work of art proposed by Colorado (1997), and try to contemplate the image of the game from the wider perspective possible, entering the both sociological and technological construction and appreciation of digital image sources. Following this line, on one side, we will consider the relationship between postmodern consumer society and obsolescence, at the same time we will see the videogame relationship to leisure and culture. All this with the intention of forming an essential part of the effective appreciation or expiration of "Game- Art" representational models and its possible influence on the game consumption trend. On the other side, we will establish the technological bases that built the electronic image, from the use of pixel and resolution concepts, to on-screen motion considerations. Understood this technological substrate, we can raise the classification of electronic images considering the volumetric dimensionality or representational construction. Then we will link up with the concept of the virtual and the real, in order to understand the user's immersion in the game, and its construction / translation from the projection on the main character. 6 The Iconic building of the ludic identity pose us an approach to video game characters from the visual aspect, ranging from considerations of constitution in the iconic scale images, to the findings of retro gaming and other socio- technological influences related to narrative and identification. All these concepts would form the theoretical framework, allowing us to develop an experimental phase in which we will seek the appreciation of the representative-iconic aspects in videogame students of the Community of Madrid (2013-2015), and more specifically through the change in the representational mode of the image in gameplay, combining two or more aesthetic or visual approaches, both from interaction and from the implementation of the gameplay itself. Through two gaming experiences we will make representational change exposures, and review how this affects immersion, gameplay, fun and the desire of playing again . Using two survey models we will draw the opinions and assessments of videogame students , in order to collect the necessary data to obtain answers to the hypotheses and questions. 7 AGRADECIMIENTOS Uno nunca agradece lo suficiente el tener la gran suerte de poder contar con el apoyo y el cariño de otros en este viaje de la vida. Durante años, he tenido el privilegio de conocer y compartir mi camino con una serie de personas maravillosas y únicas, que con su amor, experiencia, su paciencia y su visión del mundo me
Recommended publications
  • Exploring the Experiences of Gamers Playing As Multiple First-Person Video Game Protagonists in Halo 3: ODST’S Single-Player Narrative
    Exploring the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST’s single-player narrative Richard Alexander Meyers Bachelor of Arts Submitted in fulfilment of the requirement for the degree of Master of Arts (Research) School of Creative Practice Creative Industries Faculty Queensland University of Technology 2018 Keywords First-Person Shooter (FPS), Halo 3: ODST, Interpretive Phenomenological Analysis (IPA), ludus, paidia, phenomenology, video games. i Abstract This thesis explores the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST, with a view to formulating an understanding of player experience for the benefit of video game theorists and industry developers. A significant number of contemporary console-based video games are coming to be characterised by multiple playable characters within a game’s narrative. The experience of playing as more than one video game character in a single narrative has been identified as an under-explored area in the academic literature to date. An empirical research study was conducted to explore the experiences of a small group of gamers playing through Halo 3: ODST’s single-player narrative. Interpretive Phenomenological Analysis (IPA) was used as a methodology particularly suited to exploring a new or unexplored area of research and one which provides a nuanced understanding of a small number of people experiencing a phenomenon such as, in this case, playing a video game. Data were gathered from three participants through experience journals and subsequently through two semi- structured interviews. The findings in relation to participants’ experiences of Halo 3: ODST’s narrative were able to be categorised into three interrelated narrative elements: visual imagery and world-building, sound and music, and character.
    [Show full text]
  • Newagearcade.Com 5000 in One Arcade Game List!
    Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51.
    [Show full text]
  • Digital Cultures
    88888888888DIGITAL 88888888888CULTURES Understanding New Media 88888888888 Edited88888888888 by Glen Creeber and Royston88888888888 Martin Digital Cultures Digital Cultures Edited by Glen Creeber and Royston Martin Open University Press McGraw-Hill Education McGraw-Hill House Shoppenhangers Road Maidenhead Berkshire England SL6 2QL email: [email protected] world wide web: www.openup.co.uk and Two Penn Plaza, New York, NY 10121—2289, USA First published 2009 Copyright © Creeber and Martin 2009 All rights reserved. Except for the quotation of short passages for the purpose of criticism and review, no part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of the publisher or a licence from the Copyright Licensing Agency Limited. Details of such licences (for reprographic reproduction) may be obtained from the Copyright Licensing Agency Ltd of Saffron House, 6–10 Kirby Street, London, EC1N 8TS. A catalogue record of this book is available from the British Library ISBN-13: 978-0-33-5221974 (pb) 978-0-33-5221981 (hb) ISBN-10: 0335221971 (pb) 033522198X (hb) Typeset by Kerrypress, Luton, Bedfordshire Printed and bound in the UK by Bell & Bain Ltd, Glasgow Fictitious names of companies, products, people, characters and/or data that may be used herein (in case studies or in examples) are not intended to represent any real individual, company, product or event. For Tomas Contents
    [Show full text]
  • Private Division Announces Kerbal Space Program Enhanced Edition Coming to Playstation®5 and Xbox Series X|S This Fall
    Private Division Announces Kerbal Space Program Enhanced Edition Coming to PlayStation®5 and Xbox Series X|S this Fall June 24, 2021 Critically acclaimed rocket-building, space-flight sim will bring multiple enhancements for players on the latest consoles NEW YORK--(BUSINESS WIRE)--Jun. 24, 2021-- Private Division, Squad, and BlitWorks today announced that Kerbal Space Program Enhanced Edition is coming to PlayStation®5 and Xbox Series X|S this fall. Kerbal Space Program Enhanced Edition on these consoles will benefit from multiple hardware advancements and developments which allow for an upgraded resolution, improved framerate, advanced shaders, better textures, and additional performance improvements. Originally released for PlayStation®4 and Xbox One in January 2018, Kerbal Space Program Enhanced Edition on the latest consoles will also provide full support for a mouse and keyboard. In addition, existing owners of Kerbal Space Program Enhanced Edition on PlayStation 4 will receive a free upgrade to the PlayStation 5 version. Xbox One owners of Kerbal Space Program Enhanced Edition can upgrade to Xbox Series X|S version upon launch free of charge. Kerbal Space Program Enhanced Edition will be available digitally for purchase for $39.99. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20210624005060/en/ “Today marks the celebration of the 10th anniversary of the original release of Kerbal Space Program, and over the last decade the team has continued to iterate and grow this incredible space sim into what it is today,” said Grant Gertz, Franchise Producer at Private Division. “Kerbal Space Program Enhanced Edition on the latest generation of consoles marks yet another great milestone for the game, introducing new players to the franchise, as well as providing existing console players with an upgraded experience for free.” In Kerbal Space Program, players take control of the development of the Kerbals’ space exploration program.
    [Show full text]
  • Libro Blanco Del Videojuegos 2018
    Con el apoyo de LIBRO BLANCO DEL DESARROLLO ESPAÑOL DE VIDEOJUEGOS 2018 Promovido por PROMOVIDO POR CON EL APOYO DE UNIÓN EUROPEA FONDO EUROPEO DE DESARROLLO REGIONAL CON LA COLABORACIÓN DE CON EL APOYO DE codice software CON LA COLABORACIÓN DE: UNA MANERA DE HACER EUROPA REGISTRA GRATUITAMENTE TU EMPRESA, TUS PROYECTOS Y SERVICIOS EN GAMESPAIN.ES, EL PRIMER DIRECTORIO INTERACTIVO ONLINE DE LA INDUSTRIA ESPAÑOLA DEL VIDEOJUEGO ESTUDIO DE DESARROLLO DE VIDEOJUEGOS PUBLISHER COMPAÑÍAS DE SERVICIOS INVERSORES ESTE LIBRO PRETENDE PONER EN CONOCIMIENTO TANTO LA OFERTA DE CAPITAL COMO CENTROS EDUCATIVOS LA DEMANDA DE PROYECTOS INVERTIBLES, EN UN TRABAJO QUE BUSCA CONECTAR A AMBOS COLECTIVOS A TRAVÉS DE UNA MAYOR CONCIENCIACIÓN SOBRE SUS REGÍSTRATE EN GAMESPAIN.ES Y APARECERÁN EN LA GUÍA OFICIAL DE ICEX EN TODOS CARACTERÍSTICAS Y PROCESOS ASOCIADOS. LOS EVENTOS Y MERCADOS INTERNACIONALES A LOS QUE ASISTE BAJO LA MARCA GAMES FROM SPAIN: GAMESCOM, TOKYO GAME SHOW, GAME CONNECTION AMERICA, GDC,... Descárgalo gratuitamente aquí: http://dev.org.es/3dfinanciacion HTTP://WWW.GAMESPAIN.ES/ UNA MANERA DE HACER EUROPA LIBRO BLANCO 4 DEL DESARROLLO ESPAÑOL DE VIDEOJUEGOS 2018 LIBRO BLANCO DEL DESARROLLO 5 ESPAÑOL DE VIDEOJUEGOS 2018 INTRODUCCIÓN ...................................................................................................................7 TRIBUNA - UNA nueva edad DE oro DEL videoJUEGO ESpaÑOL ..........................................9 10 medidaS para incentivar EN 2019 la economÍA DE la INDUSTRIA DE DESARROLLO DE videoJUEGOS .....................................................................................11
    [Show full text]
  • Guide 2020 Games from Spain
    GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance.
    [Show full text]
  • November 2012 Releases Call of Duty Black Ops 2
    GAMES November 2012 Releases Call of Duty Black Ops 2 GAME OVERVIEW Call of Duty: Black Ops II propels players into a near future, 21st Century Cold War, where technology and weapons have converged to create a new generation of warfare between old and new foes. In this conflict, the mechanized creations of men reign supreme, facing off against each other as their creators stay safe and un-conflicted, and in the process grow ever softer. In this scenario an important question will be asked: What happens when enemy steals the keys? To understand such a possible future, you must understand where you have been. Free Nuketown 2025 Bonus Map - Pre-order Call of Duty: Black Ops II and get the Nuketown 2025 bonus map for free. The Nuketown 2025 content will be available in the product packaging. (PS3 & XB3 only) KEY FEATURES • An all-new Call of Duty: Black Ops storyline featuring new • The inclusion of a Zombies in game play, both in as an option in characters and returning characters. multiplayer, and as a campaign option. • A unique single-player campaign that contains two time periods • A variety of multiplayer modes and play options. linked by characters and their actions. • Special Strike Force missions, in which the players action affect the outcome of game play and the overall campaign. Format: PS3 – Nuketown Pre-order Format: XB3 - Nuketown Pre-order Format: PC Poster: POPG019 Product Code: 116564 Product Code: 116565 Product Code: 116566 Limited amount of posters available. Release Date: 13th November 2012 Barcode: 5030917114960 Barcode: 5030917114991 Barcode: tbc Strict Release Date: Yes AID Rating: 10.0 AID Rating: 10.0 AID Rating: 10.0 Developer: Treyarch Trade Ex: $80.51 Trade Ex: $80.51 Trade Ex: $70.99 Publisher: Activision SRP: $109.95 SRP: $109.95 SRP: $99.95 OFLC Rating: TBC INFO PRODUCT SALE POINT OF Genre: First Person Shooter Formats: • PS3 • XB3 • PC November Release Halo 4 GAME OVERVIEW The Master Chief returns to battle an ancient evil bent on vengeance and annihilation.
    [Show full text]
  • Emulating Authentic Dialogue in Roleplaying Video Games
    Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited .................................................................................................................................
    [Show full text]
  • Vgarchive : My Video Game Collection 2021
    VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs.
    [Show full text]
  • Game List of Game Elf (Vertical) 001.Ms
    Game list of game elf (Vertical) 001.Ms. Pac-Man ▲ 044.Arkanoid 002.Ms. Pac-Man (speedup) 045.Super Qix 003.Ms. Pac-Man Plus 046.Juno First 004.Galaga 047.Xevious 005.Frogger 048.Mr. Do's Castle 006.Frog 049.Moon Cresta 007.Donkey Kong 050.Pinball Action 008.Crazy Kong 051.Scramble 009.Donkey Kong Junior 052.Super Pac-Man 010.Donkey Kong 3 053.Bomb Jack 011.Galaxian 054.Shao-Lin's Road 012.Galaxian Part X 055.King & Balloon 013.Galaxian Turbo ▲ 56.1943 014.Dig Dug 057.Van-Van Car 015.Crush Roller 058.Pac-Man Plus 016.Mr. Do! 059.Pac & Pal 017.Space Invaders Part II 060.Dig Dug II 018.Super Invaders (EMAG) 061.Amidar 019.Return of the Invaders 062.Zaxxon ▲ 020.Super Space Invaders '91 063.Super Zaxxon 021.Pac-Man 064.Pooyan 022.PuckMan ▲ 065.Pleiads 023.PuckMan (speedup) 066.Gun.Smoke 024.New Puck-X 067.The End 025.Newpuc2 ▲ 068.1943 Kai 026.Galaga 3 069.Congo Bongo 027.Gyruss 070.Jumping Jack 028.Tank Battalion 071.Big Kong 29.1942 072.Bongo 030.Lady Bug 073.Gaplus 031.Burger Time 074.Ms. Pac Attack 032.Mappy 075.Abscam 033.Centipede 076.Ajax ▲ 034.Millipede 077.Ali Baba and 40 Thieves 035.Jr. Pac-Man ▲ 078.Finalizer - Super Transformation 036.Pengo 079.Arabian 037.Son of Phoenix 080.Armored Car 038.Time Pilot 081.Astro Blaster 039.Super Cobra 082.Astro Fighter 040.Video Hustler 083.Astro Invader 041.Space Panic 084.Battle Lane! 042.Space Panic (harder) 085.Battle-Road, The ▲ 043.Super Breakout 086.Beastie Feastie Caution: ▲ No flipped screen’s games ! 1 Game list of game elf (Vertical) 087.Bio Attack 130.Go Go Mr.
    [Show full text]
  • Amd A10 7700K
    SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE APRIL 2014 WIN A PC / PLAYSTATIPLAYSTATIONONON / XBOXXBBOX / NINTENDONININTN ENNDODO / LLIFESTYLEIIFFEESSTYTYLELE PS4 EIGHT REVIEWS INCLUDING Castlevania: Lords of Shadow 2 Final Fantasy XIII: Lightning Returns Plants vs. Zombies: Garden Warfare Thief IT’S CLASSIC! IT’S MODERN! COULD THIS BE EVERYTHING WE WANT IN AN FPS? PUBLISHER Michael “RedTide“ James [email protected] CONTENTS EDITOR Geoff “GeometriX“ Burrows geoff @nag.co.za ART DIRECTOR Chris “SAVAGE“ Savides STAFF WRITERS Dane “Barkskin “ Remendes Tarryn “Azimuth “ van der Byl REGULARS CONTRIBUTING EDITOR Lauren “Guardi3n “ Das Neves 8 Ed's Note 10 Inbox TECHNICAL WRITER Neo “ShockG“ Sibeko 14 Bytes 26 home_coded INTERNATIONAL 74 Mosh Pit CORRESPONDENT Miktar “Miktar” Dracon CONTRIBUTORS OPINION Rodain “Nandrew” Joubert Miklós “Mikit0707 “ Szecsei 14 Miktar’s Meanderingserings Pippa “UnexpectedGirl” Tshabalala 16 I, Gamer Delano “Delano” Cuzzucoli Matt “Sand_Storm” Fick 18 The Game Stalkerer 56 Hardwired FEATURES PHOTOGRAPHY 82 Game Over Chris “SAVAGE“ Savides 36 WOLFENSTEIN: THE NEW Dreamstime.com Fotolia.com ORDER. MEIN LEBEN! PREVIEWS “There ain’t no school like the old SALES EXECUTIVE school.” That’s how it goes, right? Cheryl “Cleona“ Harris 32 The Elder Scrolls Online Or did we just fail hard at being [email protected] 34 WildStar youthful and hippity-hopping? +27 72 322 9875 Does it even matter? Either way, MARKETING AND Wolfenstein: The New Order PROMOTIONS MANAGER REVIEWS eagerly partakes of the old school Jacqui “Jax” Jacobs of fi rst-person shooter-ising. [email protected] 44 Reviews: Introduction And boy, does it look positively +27 82 778 8439 44 Mini review: Fable: scrumptious.
    [Show full text]
  • Neo Geo MVS Game List
    Neo Geo MVS GAMES LIST 140 Games (Alphabetic) 2020 Super Baseball 3 Count Bout / Fire Suplex Aero Fighters 2 / Sonic Wings 2 Aero Fighters 3 / Sonic Wings 3 Aggressors of Dark Kombat / Tsuukai GANG... Alpha Mission II / ASO II - Last Guardia... Andro Dunos Art of Fighting / Ryuuko no Ken Art of Fighting 2 / Ryuuko no Ken 2 Art of Fighting 3 - The Path of the Warr... Bang Bead Baseball Stars 2 Baseball Stars Professional Battle Flip Shot Blazing Star Blue's Journey / Raguy Breakers Breakers Revenge Burning Fight Captain Tomaday Crossed Swords Cyber-Lip Double Dragon Eight Man Far East of Eden - Kabuki Klash / Tengai... Fatal Fury - King of Fighters / Garou De... Fatal Fury 2 / Garou Densetsu 2 - arata-... Fatal Fury 3 - Road to the Final Victory... Fatal Fury Special / Garou Densetsu Spec... Fight Fever Football Frenzy Galaxy Fight Ganryu / Musashi Ganryuki Neo Geo MVS GAMES LIST 140 Games (Alphabetic) Garou - Mark of the Wolves Ghost Pilots Ghostlop Goal! Goal! Goal! Gururin Karnov's Revenge / Fighter's History Dyn... King of the Monsters King of the Monsters 2 - The Next Thing Kizuna Encounter - Super Tag Battle / Fu... Last Resort League Bowling Legend of Success Joe / Ashitano Joe Den... Magical Drop II Magical Drop III Magician Lord Matrimelee / Shin Gouketsuji Ichizoku To... Metal Slug - Super Vehicle-001 Metal Slug 2 - Super Vehicle-001/II Metal Slug 3 Metal Slug 4 Metal Slug 5 Metal Slug X - Super Vehicle-001 Money Puzzle Exchanger / Money Idol Exch... Mutation Nation NAM-1975 Neo Bomberman Neo Drift Out - New Technology Neo Mr. Do! Neo Turf Masters / Big Tournament Golf Neo-Geo Cup '98 - The Road to the Victor..
    [Show full text]