Retro Gamer
''Retro Gamer'' is a British magazine, published worldwide, covering Retrogaming, retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' soon became a monthly. In 2005, a general decline in gaming and computer magazine readership led to the closure of its publishers, Live Publishing, and the rights to the magazine were later purchased by Imagine Publishing. It was taken over by Future plc on 21 October 2016, following Future's acquisition of Imagine Publishing. History The first 18 issues of the magazine came with a coverdisk. It usually contained freeware remakes of retro video games and emulators, but also videos and free commercial PC software such as ''The Games Factory'' and ''The Elder Scrolls: Arena''. Some issues had themed CDs containing the entire back catalogue of a publisher, such as Durell Software, Durell, Llamasoft and Gremlin Graphics. On 27 September 2005, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Tekken
is a Japanese media franchise centered on a series of fighting games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations. The main games in the series follow the events of the King of Iron Fist Tournament, hosted by the ''Mishima Zaibatsu'', where players control a plethora of characters to win the tournament and gain control of the company; the conflict between the Mishima family serves as the main focus of the series' plot, while players explore other characters' motivations in aiming to control the ''Zaibatsu''. Gameplay focuses on hand-to-hand combat with an opponent, with the gameplay system including blocks, throws, escapes, and ground fighting. The series later introduced combos and special moves, with characters also able to stage break arenas. ''Tekken'' is noted as being one of the first fighting games at the time to use 3D animation. Japanese video game developer Namco began the series in 199 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Eugene Jarvis
Eugene Peyton Jarvis is an American game designer and video game programmer, known for producing pinball machines for Williams Electronics and video games for Atari. Most notable among his works are the seminal arcade video games '' Defender'' and '' Robotron: 2084'' in the early 1980s, and the ''Cruis'n'' series of racing games for Nintendo in the 1990s. He co-founded Vid Kidz in the early 1980s and currently leads his own development studio, Raw Thrills. In 2008, Eugene Jarvis was named the first Game Designer in Residence by DePaul University's Game Development program. His family owns the Jarvis Wines company in Napa, California. In 2009, he was chosen by IGN as one of the top 100 game creators of all time. Early life and education Jarvis was born in Palo Alto, California and grew up in Menlo Park. He has an older sister, Diane, and a younger sister, Helen. His first game was chess, which he played as a young child; he was one of the best players at Bellarmine Colleg ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Smash TV
''Smash TV'' is a 1990 arcade video game created by Eugene Jarvis and Mark Turmell for Williams Electronics Games. It is a twin-stick shooter in the same vein as 1982's '' Robotron: 2084'', which was co-created by Jarvis. The Super Nintendo Entertainment System, Genesis, Master System, and Game Gear versions are titled ''Super Smash TV''. The game takes place in a dystopian television game show in the then-future year of 1999. One or two contestants shoot waves of attackers while collecting money, prizes, and temporary power-ups. After an arena has been cleared of adversaries, the contestants choose an exit, each leading to another room. One room contains an end-of-level boss. With two players, the game is cooperative, but at the end of the level the player who collected the most cash and prizes receives an extra reward. The arcade game has a high difficulty and leans on being able to pay to continue. A bonus feature was added after release allowing players to collect keys th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Doug Bell (game Designer)
Douglas Andrew Bell (born February 24, 1961) is a video game developer, best known for his role as the designer and programmer for the '' Dungeon Master'' series from San Diego studio FTL Games. Career Doug Bell worked as director, lead designer and developer for ''Dungeon Master''. But before he joined in 1983 FTL Games, the game was titled ''Crystal Dragon'', and developed together with Andy Jaros (Artwork) in their development studio PVC Dragon for the 8-bit Apple II computer. After a merger, the game was rescheduled to be launched after the release, and for the target platform of the 16-bit Atari ST computer, which offered more possibilities. Bell was the lead developer and technical director of FTL from 1986 until 1995, the company ceased operations in 1996. Credits Games *Lead programmer for the Atari ST version of '' SunDog: Frozen Legacy'' (1985) *Lead developer of '' Dungeon Master'' (1987) (also did the X68000 port A port is a maritime facility comprising one or ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Dungeon Master (video Game)
''Dungeon Master'' is a role-playing video game featuring a pseudo-3D first-person perspective. It was developed and published by FTL Games for the Atari ST in 1987, almost identical Amiga and PC (DOS) ports following in 1988 and 1992. ''Dungeon Master'' sold 40,000 copies in its year of release alone, and went on to become the ST's best-selling game of all time. The game became the prototype for the genre of the 3D dungeon crawlers with notable clones like '' Eye of the Beholder''. Gameplay In contrast to the traditional turn-based approach that was, in 1987, most common, ''Dungeon Master'' added real-time combat elements (akin to Active Time Battle). Other factors in immersion were the use of sound effects to indicate when a creature was nearby, and (primitive) dynamic lighting. Abstract '' Dungeons and Dragons'' style experience points and levels were eschewed in favor of a system where the characters' skills were improved directly via using them. ''Dungeon Master' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Steve Wozniak
Stephen Gary Wozniak (; born August 11, 1950), also known by his nickname Woz, is an American technology entrepreneur, electrical engineer, computer programmer, philanthropist, and inventor. In 1976, he co-founded Apple Inc., Apple Computer with his early business partner Steve Jobs. Through his work at Apple in the 1970s and 1980s, he is widely recognized as one of the most prominent pioneers of the personal computer revolution. In 1975, Wozniak started developing the Apple I, Apple I into the computer that launched Apple when he and Jobs first began marketing it the following year. He was the primary designer of the Apple II (1977 computer), Apple II, introduced in 1977, known as one of the first highly successful mass-produced microcomputers, while Jobs oversaw the development of its foam-molded plastic case and early Apple employee Rod Holt developed its switched-mode power supply, switching power supply. With human–computer interface expert Jef Raskin, Wozniak had a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Breakout (video Game)
''Breakout'' is an arcade video game developed and published by Atari, Inc. and released on May 13, 1976. ''Breakout'' was released in Japanese arcades by Namco. The game was designed by Nolan Bushnell and Steve Bristow and prototyped via discrete logic chips by Steve Wozniak with assistance from Steve Jobs. In the game, eight rows of bricks line the top portion of the screen, and the player's goal is to destroy the bricks by repeatedly bouncing a ball off a paddle into them. The concept was predated by Ramtek (company), Ramtek's ''Clean Sweep'' (1974), but the game's designers were influenced by Atari's own ''Pong'' (1972). The arcade version of ''Breakout'' uses a Monochrome monitor, monochrome display underneath a translucent colored overlay. The game was a worldwide commercial success. It was among the top five highest-grossing arcade video games of 1976 in the U.S. and Japan, and among the top three in both countries for 1977. A port of the game was published in 1978 for the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Archer Maclean
Archer Donald Maclean (28 January 1962 – 17 December 2022) was a British video game programmer. He was the author of '' Dropzone'' which he developed for the Atari 8-bit computers and was ported to other systems. Maclean also developed the Commodore 64 version of '' International Karate''The Making of: International Karate, IK+ " In: '''', Issue 26, pp. 42-47. and the sequel, '' IK+'' which was developed for the Commodore 64 and ported to other systems. He was al ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Matthew Smith (games Programmer)
Matthew Smith (born 1966) is a British video game programmer. He created the games ''Manic Miner'' and ''Jet Set Willy'' for the ZX Spectrum, released in 1983 and 1984 respectively. Smith left the games industry in 1988 and later moved to the Netherlands. He has since returned to the UK and has worked on some games as well as appearing at conventions and in documentaries. Early life Smith was born in Penge. His family moved to Wallasey when he was seven years old. Programming career 1980s He started out Computer programming, programming when he received a TRS-80 for Christmas in 1979. His first commercial game was a ''Galaxian'' clone for the TRS-80 called ''Delta Tau One''. He then went on to produce ''Monster Muncher'' on the VIC-20. Smith has said that he wrote Monster Muncher in 3 hours. He obtained a ZX Spectrum on loan from Bug-Byte, Bug-Byte Software Ltd. in return for a freelance contract for three games. The first of these was ''Styx (Spectrum video game), Styx'' in 1 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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David Crane (programmer)
David Crane (born 1954) is an American video game designer and programmer. Crane grew up fascinated by technology and went to DeVry Institute of Technology. Following college, he went to Silicon Valley and got his first job at National Semiconductor. Through his friend Alan Miller he learned about potential video game design work at Atari, Inc. and began work there in 1977. After Crane and other programmers felt they were not being paid fairly at Atari, he left the company in 1979. Crane and Miller formed Activision, the first company to independently publish games for the Atari 2600. The company grew to be massively successful, with Crane's game ''Pitfall!'' (1982) being one the biggest sellers for the company. Crane continued to work for Activision making several games for the Atari 2600 and later the Commodore 64. After Activision hired Bruce Davis as the new CEO, Crane left Activison and later joined Garry Kitchen at Absolute Entertainment. At Absolute, Crane began workin ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Commodore 64
The Commodore 64, also known as the C64, is an 8-bit computing, 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness World Records as the highest-selling single computer model of all time, with independent estimates placing the number sold between 12.5 and 17 million units. Volume production started in early 1982, marketing in August for . Preceded by the VIC-20 and Commodore PET, the C64 took its name from its of RAM. With support for multicolor sprite (computer graphics), sprites and a custom chip for waveform generation, the C64 could create superior visuals and audio compared to systems without such custom hardware. The C64 dominated the low-end computer market (except in the UK, France and Japan, lasting only about six months in Japan) for most of the later years of the 1980s. For a substantial period (1983–1986), the C64 had betwe ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |