The Magazine for Interactive Fiction Enthusiasts
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[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
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 -
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. -
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. -
Jay Simon 3/18/2002 STS 145 Case Study Zork: a Study of Early
Jay Simon 3/18/2002 STS 145 Case Study Zork: A Study of Early Interactive Fiction I: Introduction If you are a fan of interactive fiction, or have any interest in text-based games from the early 1980’s, then you are no doubt familiar with a fascinating series known as Zork. For the other 97 percent of the population, the original Zork games are text-based adventures in which the player is given a setting, and types in a command in standard English. The command is processed, and sometimes changes the state of the game. This results in a new situation that is then communicated to the user, restarting the cycle. This type of adventure game is classified as belonging to a genre called “interactive fiction”. Zork is exceptional in that the early Zork games are by far the most popular early interactive fiction titles ever released. It is interesting to examine why these games sold so well, while most other interactive fiction games could not sell for free in the 1980’s. As we will see, this is a result of many different technological and stylistic aspects of Zork that separate it from the rest of the genre. Zork is a unique artifact in gaming history. II: MIT and Infocom – The Prehistory of Zork Zork was not a modern project developed under a strict timeline by a designated team of programmers, but credit is given to two MIT phenoms named Marc Blank and Dave Lebling. Its history can be traced all the way back to the invention of a medium-sized machine called the PDP-10, in the 1960’s. -
19. CD-ROM Games
Forthcoming in WOLF, Mark J.P. (ed.). Video Game History: From Bouncing Blocks to a Global Industry, Greenwood Press, Westport, Conn. 19. CD-ROM Games Carl Therrien While it became a standard relatively recently, disc-based storage goes a long way back in the history of video game distribution. The term encompasses a wide range of technologies, from magnetic floppy discs, analog laserdiscs, to a variety of digital optical media. Of the latter, the CD-ROM enjoyed the strongest following and the longest lifespan; as of 2006, a significant number of PC games are still burned on CDs. When it became the most common video game distribution format in the mid nineteen-nineties, the compact disc was already a standard in the music industry. In contrast to the magnetic tapes used for the distribution of albums and movies, optical discs allowed relatively fast, random, non-linear access to the content. But these features were already common in the realm of cartridge-based video game systems; the ROMs in Atari 2600 or Super Nintendo game cartridges were directly connected to the system’s working memory and could be read instantly. The CD drive optical head couldn’t compete; as a matter of fact, optical discs introduced the infamous “loading” screen to the console gamer. Video games benefited first and foremost from the storage capabilities of the CD-ROM. While the CD format shares its core technical principle with the more recent DVD standard (found in the Xbox and PlayStation 2) and other dedicated formats (such as the Dreamcast’s GD-ROM and the Gamecube optical disc), this chapter will focus solely on the integration of CD-ROM technology and its consequences on game design and development. -
Will Shepherd Resume
Will Shepherd Resume Full Name : William Elvin Shepherd Software used in production: Houdini, 3ds max, Vray, BiFrost, Maya, Unity, Phone: (530) 680-5321 Nuke, Fusion, AfterFX, Zbrush, Krakatoa, Stoke 2, FumeFX, Afterburn, Address: 675w 5200n Phoenix, Particle Flow, XFlow, Photoshop Park City, UT Unreal Engine and others. 84098 Production experience in the following areas: 27 years in Film, TV, Game and Advertising VFX Email: [email protected] Will Shepherd is a skilled artist, problem solver, and CG supervisor. He has over 27 years of experience using predominantly Autodesk software to achieve the highest quality results for film, games, corporate and television. His leadership is through example and can provide a needed conduit between talent and production challenges. He ensures that the tools and techniques an artist requires to reach the goals are available and understood. In high pressure situations his resolve crystallizes and his energy helps propel the work to its best possible conclusion. Will was a founding Partner at the Spatial Harmonics Group where he wore many hats during production. Will developed bidding structures, produced VFX work, established production pipelines and CG supervised the commercial and feature work on the floor. Will is currently freelancing FX and Lighting for cinematic and real time products. Employment History 2008 – Present WillAnimate / Owner-Artist Creating FX and Lighting work for film and corporate markets, Will further developed remote working and contracting skills that would eventually bring -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Realfilmaufnahmen in Computerspielen
Realfilmaufnahmen in Computerspielen. Analyse von Live-Action Full Motion Video Spielen. Autor: Steffen Boos - im März 2012 eingereicht als Masterarbeit - HOCHSCHULE MITTWEIDA UNIVERSITY OF APPLIED SCIENCES (FH) Fachbereich Medien Studiengang Information and Communication Science Erstprüfer: Prof. Dr. Ludwig Hilmer Zweitprüfer: Prof. Dr.-Ing. Robert J. Wierzbicki Datum 11.08.2013 Ort: Hamburg Inhaltsverzeichnis iii Inhaltsverzeichnis Vorwort 5 Referat 6 1 Einleitung 7 1.1 Zielsetzung . 9 1.2 Vorgehensweise . 11 2 Wissenschaftliche Einordnung und Historie von Live-Action Full Motion Video Spielen 12 2.1 Definition des Begriffs Spiel ........................... 12 2.1.1 Definition nach SALEN/ZIMMERMAN . 13 2.1.2 Definition nach JUUL ........................... 14 2.1.3 Definition nach ADAMS/ROLLINGS ................... 17 2.1.4 Fazit Definition des Begriffs Spiel .................... 17 2.2 Definition des Begriffs Computerspiel ...................... 18 2.2.1 Fazit Definition des Begriffs Computerspiel . 19 2.3 Definition des Begriffs Live-Action Full Motion Video Spiel . 20 2.3.1 Produktionsarten von Full Motion Video Spielen . 20 2.4 Historische Entwicklung von Full Motion Video Spielen . 23 3 Analyse von Live-Action Full Motion Video Spielen 36 3.1 Narration in Live-Action Full Motion Video Spielen . 36 3.1.1 Linearität vs. Nichtlinearität . 38 3.1.2 Interactive Storytelling . 39 3.1.2.1 Verzweigte Narration . 40 3.1.2.2 String of Pearls (Perlenkettenmodell) . 43 3.1.2.3 Foldback Stories (zurückgefaltete Geschichten) . 45 3.1.2.4 Amusement Park Model (Vergnügungsparkmodell) . 45 3.1.2.5 Building Blocks Model (Baukastenmodell) . 46 3.1.2.6 Fazit Interactive Storytelling . 46 3.2 Interaktivität in Live-Action Full Motion Video Spielen . -
Dragon Magazine #163
SPECIAL ATTRACTIONS Issue #163 9 The endless challenge of magic. Vol. XV, No. 6 November 1990 Back To School Magic School! Gregory W. Detwiler 10 If you want to be a specialist mage, youd better know each schools Publisher pros and cons. James M. Ward Oops! Sorry! Donald Hoverson Editor 15 So you miscast a fireball spell. What could possibly happen? Roger E. Moore Hedge Wizards Gregg Sharp 18 Some mages are perfectly happy to see a dungeon. Fiction editor never Barbara G. Young Magic Gone Haywire Rich Stump 27 Lots of things can go wrong with a magical item. Such as . Assistant editor Dale A. Donovan A Hoard For the Horde David Zeb Cook Insert A gatefold special: A hoard (horde?) of four new monsters for the Art director FORGOTTEN REALMS setting. Larry W. Smith Production staff OTHER FEATURES Gaye OKeefe Angelika Lokotz Tracey Zamagne The Role of Books John C. Bunnell 32 Murders most foul in universes most bizarre. Subscriptions Janet L. Winters The Voyage of the Princess Ark Bruce A. Heard 41 Betrayal and escapeinto the claws of darkness. U.S. advertising The Role of Computers Hartley, Patricia, and Kirk Lesser Roseann Schnering 47 When a dungeon thaws out, it goes bad right away. U.K. correspondent Storm Winter fiction by M. C. Sumner and U.K. advertising 58 Her father was kidnapped. Then a kidnapper came to ask for her help. Sue Lilley The MARVEL®-Phile David E. Martin, Chris Mortika, Scott Davis, 71 and William Tracy Just because a villain is dead doesnt mean you cant bring him to life. -
IFN Owes a Debt of Gratitude to the Following People (In Alphabetical Order)
“Interactive Fiction Now” Published for the World Wide Web by Frotz Publications Copyright 1997, Frotz Publications, London. All rights reserved. http://www.if-now.demon.co.uk/ Editor: Matt Newsome, <[email protected]>. All Trademarks acknowledged. Tomb Raider © and TM 1996 Core Design Ltd. © and Publishing 1996 Eidos Interative Limited. All rights reserved This issue of IFN owes a debt of gratitude to the following people (in alphabetical order): Marc Blank and Mike Berlyn at Eidetic Inc. Simon Byron at Bastion Jamey Gottlieb and Laird Malamed at Activision David Lebling at Avid Technology Rebecca Lester at Broderbund Europe Susie Hamilton at Core Design This first issue of IFN is dedicated to my son, Joshua Peter Hal Newsome, born on Friday 21st November 1997 at 18:49hrs and weighing 7lbs 15½ oz Issue One Page 2 E WELCOME to Interactive Fiction Now! D In this occasional web-based magazine, you’ll find a wealth of information about Interactive Fiction gaming today. Covering a wide variety of Adventure gaming styles, from Zork to Riven, from Tomb Raider to Starship I Titanic, we’ll be looking at anything involving and immersive. T In this first issue we look at the brand spanking new piece of imminent release of Zork: Grand text-based interactive fiction Inquisitor, the first foray into the using the Inform engine. We world of Zork since Zork: Nemesis speak to the imps to find out last year. In an exclusive how Zork: The Undiscovered O interview, we talk to Laird Underground came to be Malamed, director of ZGI and talk written. -
7Th Guest Pc Download Frequently Asked Questions
7th guest pc download Frequently Asked Questions. Simple! To upload and share games from GOG.com. What is the easiest way to download or extract files? Please use JDownloader 2 to download game files and 7-Zip to extract them. How are download links prevented from expiring? All games are available to be voted on for a re-upload 30 days after they were last uploaded to guard against dead links. How can I support the site? Finding bugs is one way! If you run into any issues or notice anything out of place, please open an issue on GitHub. Can I donate? Donate. Do you love this site? Then donate to help keep it alive! So, how can YOU donate? What are donations used for exactly? Each donation is used to help cover operating expenses (storage server, two seedboxes, VPN tunnel and hosting). All games found on this site are archived on a high-speed storage server in a data center. We are currently using over 7 terabytes of storage. We DO NOT profit from any donations. What is the total cost to run the site? Total expenses are €91 (or $109) per month. How can I donate? You may donate via PayPal, credit/debit card, Bitcoin and other cryptocurrencies. See below for more information on each option. The 7Th Guest for Windows. The 7th Guest is a puzzle-based adventure game. In it, you take on the role of a mysterious person who finds himself in an old house with no idea of how he got there. Solving the puzzles located throughout the house will gradually reveal more of the story of Henry Stauf, the home's original inhabitant.