Spindizzy Worlds
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Spindizzy Worlds
''Spindizzy Worlds'' is a puzzle video game published by Activision, released on the Amiga and Atari ST in 1990. It was later released on the Super Famicom in 1992 and the Super Nintendo Entertainment System in 1993 by Ascii Entertainment and on the X68000 and the NEC PC-9801 in 1992 by Arsys Software as Spindizzy II. The game is a sequel to the 1986 video game ''Spindizzy''. Like its predecessor it uses an isometric view, and the player controls a spinning top-like robotic device named GERALD, a Geographical Environmental Reconnaissance And LandMapping Device, that is tasked with exploring and mapping a star system before it is destroyed. Plot Eons ago, stellar matter was blown up into several pieces following the eruption of the belly of the Sun. One of those flaming parts moved at extremely fast speed towards a planetary system, the Beta Twirlinus. A collision occurred, leading to what was left of the stellar piece as well as two clusters. One cluster had 23 planets, the oth ...
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ASCII Entertainment
was a Japanese publishing company based in Chiyoda, Tokyo. It became a subsidiary of Kadokawa Group Holdings in 2004, and merged with another Kadokawa subsidiary MediaWorks on April 1, 2008, becoming ASCII Media Works. The company published '' Monthly ASCII'' as the main publication. ASCII is best known for creating the ''Derby Stallion'' video game series, the MSX computer, and the ''RPG Maker'' line of programming software. History 1977–1990: Founding and first projects ASCII was founded in 1977 by Kazuhiko Nishi and Keiichiro Tsukamoto. Originally the publisher of a magazine with the same name, ''ASCII'', talks between Bill Gates and Nishi led to the creation of Microsoft's first overseas sales office, ASCII Microsoft, in 1978.Quote from Bill Gates' ''The Road Ahead'', found in In 1980, ASCII made 1.2 billion yen of sales from licensing Microsoft BASIC. It was 40 percent of Microsoft's sales, and Nishi became Microsoft's Vice President of Sales for Far East. In 1983, ASC ...
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Solar System
The Solar SystemCapitalization of the name varies. The International Astronomical Union, the authoritative body regarding astronomical nomenclature, specifies capitalizing the names of all individual astronomical objects but uses mixed "Solar System" and "solar system" structures in theinaming guidelines document. The name is commonly rendered in lower case ('solar system'), as, for example, in the ''Oxford English Dictionary'' an''Merriam-Webster's 11th Collegiate Dictionary''. is the gravity, gravitationally bound system of the Sun and the objects that orbit it. It Formation and evolution of the Solar System, formed 4.6 billion years ago from the gravitational collapse of a giant interstellar molecular cloud. The solar mass, vast majority (99.86%) of the system's mass is in the Sun, with most of the Jupiter mass, remaining mass contained in the planet Jupiter. The four inner Solar System, inner system planets—Mercury (planet), Mercury, Venus, Earth and Mars—are terrest ...
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Dennis Publishing
Dennis Publishing Ltd. was a British publisher. It was founded in 1973 by Felix Dennis. Its first publication was a kung-fu magazine. Most of its titles now belong to Future plc. In the 1980s, it became a leading publisher of computer enthusiast magazines in the United Kingdom. In the 1990s, it expanded to the American market, where it published the lifestyle magazines ''Maxim'', the consumer electronics magazine ''Stuff'', and the music magazine ''Blender''. In 2007, the company sold all its American holdings, with the exception of the U.S. edition of ''The Week''. Felix Dennis died in 2014, leaving ownership of the company to the charity organization Heart of England Forest. In 2018, the company was sold to Exponent, a British private equity firm. Future plc acquired the company and its 12 titles in August 2021, absorbing them into Future Publishing. History Foundation and early development Felix Dennis started in the magazine business in the late 1960s as one of the ...
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GamePro
Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally launched as an American online and print content video game magazine. The magazine featured content on various video game consoles, PC computers and mobile devices. GamePro Media properties included ''GamePro'' magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com. Originally published in 1989, ''GamePro'' magazine provided feature articles, news, previews and reviews on various video games, video game hardware and the entertainment video game industry. The magazine was published monthly (most recently from its hea ...
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Game Players
''Game Players'' is a defunct monthly video game magazine founded by Robert C. Lock in 1989 and originally published by Signal Research in Greensboro, North Carolina. The original publication began as ''Game Players Strategy to Nintendo Games'' (the cover featured a disclaimer that claimed it had no affiliation with Nintendo, which already had its official publication in ''Nintendo Power''). The magazine evolved over the years, spinning off a separate publication called ''Game Players Sega Genesis Guide'' when Sega entered the console market. These two magazines were later folded together into one magazine. In 1996, the magazine changed its name to ''Ultra Game Players'' and introduced a radically different format. At the end of its run, it turned into ''Game Buyer'', before being cancelled in 1998. History Around 1992, Signal Research was shut down by investors that seized the company because of fiscal mismanagement. The publishing house was revived by an investment group as G ...
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Electronic Gaming Monthly
''Electronic Gaming Monthly'' (often abbreviated to ''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was founded in 1988 as U.S. National Video Game Team's ''Electronic Gaming Monthly'' under Sendai Publications. In 1994, ''EGM'' spun off '' EGM²'', which focused on expanded cheats and tricks (i.e., with maps and guides). It eventually became ''Expert Gamer'' and finally the defunct ''GameNOW''. After 83 issues (up to June 1996), ''EGM'' switched publishers from Sendai Publishing to Ziff Davis. Until January 2009, ''EGM'' only covered gaming on console hardware and software. In 2002, the magazine's subscription increased by more than 25 percent. The magazine was discontinued by Ziff Davis in January 2009, following the sale of '' 1UP.com'' to UGO Networks. The magazine's February 2009 issue was already completed, but was not pu ...
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Computer And Video Games
''Computer and Video Games'' (also known as ''CVG'', ''Computer & Video Games'', ''C&VG'', ''Computer + Video Games'', or ''C+VG'') was a UK-based video game magazine, published in its original form between 1981 and 2004. Its offshoot website was launched in 1999 and closed in February 2015. ''CVG'' was the longest-running video game media brand in the world. History ''Computer and Video Games'' was established in 1981, being the first British games magazine. Initially published monthly between November 1981 and October 2004 and solely web-based from 2004 onwards, the magazine was one of the first publications to capitalise on the growing home computing market, although it also covered arcade games. At the time of launch it was the world's first dedicated video games magazine. The first issue featured articles on ''Space Invaders'', Chess, Othello and advice on how to learn programming. The magazine had a typical ABC of 106,000. Website Launched in August 1999, CVG was o ...
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Amiga Power
''Amiga Power'' (''AP'') was a monthly magazine about Amiga video games. It was published in the United Kingdom by Future plc, and ran for 65 issues, from May 1991 to September 1996. Philosophy ''Amiga Power'' had several principles which comprised its philosophy regarding games. Like almost all Amiga magazines of the time, they marked games according to a percentage scale. However, ''Amiga Power'' firmly believed that the full range of this scale should be used when reviewing games. A game of average quality rated on this scale would therefore be awarded 50%. Stuart Campbell offered some rationale for this in his review of '' Kick Off '96'' in the final issue of the magazine: Amiga magazines at the time tended to give "average" games marks of around 70%, and rarely gave scores below 50%. Because the public was not used to this method of grading, ''AP'' gained a reputation among publishers for being harsh and unfair. ''AP'' occasionally hinted that game reviewers were being ...
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Amiga Format
''Amiga Format'' was a British computer magazine for Amiga computers, published by Future plc. The magazine lasted 136 issues from 1989 to 2000. The magazine was formed when, in the wake of selling ''ACE'' to EMAP, Future split the dual-format title '' ST/Amiga Format'' into two separate publications (the other being '' ST Format''). At the height of its success the magazines sold over 170,000 copies per month, topping 200,000 with its most successful ever issue. History ''Amiga Format'' can be thought of the "mother" or "big sister" magazine of ''Amiga Power'', which it both predated and outlived. Whereas ''Amiga Power'' was strictly games-only, ''Amiga Format'' covered all aspects of Amiga computers, both hardware and software, both application and gaming uses. A further spin-off was '' Amiga Shopper'', which dealt purely with the hardware and "serious" software side of the Amiga scene. The magazine was published on a monthly basis and offered various multi-issue tutorial ...
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Aktueller Software Markt
''Aktueller Software Markt'' (literally ''Current Software Market''), commonly known by its acronym, ''ASM'', was a German multi-platform video game magazine that was published by Tronic-Verlag from 1986 until 1995. It was one of the first magazines published in Germany focused on video games, though the first issues of ''ASM'' covered the software market in general for almost all platforms at this time, hence the magazine's full name.Editorial
''ASM'' (Tronic Verlag), March 1986: " ..Wir haben unser Magazin mit einer Flut an Information über Action-Games, Adventures, Anwenderprogramme, Sound-Software, Lernprogramme oder Denk- und Strategiespiele „vollgepfropft“. .., roughly "We have filled our magazine with a lot o ...
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ACE (magazine)
''ACE'' (Advanced Computer Entertainment) was a multi-format computer and video game magazine first published in the United Kingdom by Future Publishing and later acquired by EMAP. History ACE launched in October 1987, roughly the same time as Ludlow-based publisher Newsfield's own multi-format magazine ''The Games Machine''. The magazine staff consisted mainly of ex-''Amstrad Action'' (AA) and ''Personal Computer Games'' staff, including launch co-editors Peter Connor and Steve Cooke. Andy Wilton, ex-AA, was brought in as Reviews Editor, while Dave Packer and Andy Smith were hired as Staff Writers. Trevor Gilham, another ex-AA member, held the position of Art Editor. Between June and July 1989 (issues 21 and 22) the magazine was sold to EMAP, and Future Publishing redeployed the original ''ACE'' staff to work on their ''Amiga Format'' and '' ST Format'' titles. Content Coverage initially included Atari ST, Amiga, C64, ZX Spectrum and Amstrad CPC, but also included newer ma ...
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Level (video Gaming)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured multip ...
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