Podcast appearances and mentions of adrian carmack

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Best podcasts about adrian carmack

Latest podcast episodes about adrian carmack

Stay Forever
Wolfenstein 3D (SF 128)

Stay Forever

Play Episode Listen Later Jan 29, 2023 132:27


Anfang der 90er der Vertrieb von Spielen noch kein feststehender Markt, den Versender oder Handelsketten aufgeteilt hätten. Es gab den Einzelhandel, monatlichen Diskettenmagazine und den Underground-Bereich der Shareware. Einem technisch innovativen Team namens id Software war es vorbehalten, kurz den letzteren ins Rampenlicht zu befördern, indem sie mit diesem Geschäftsmodell kurz nacheinander drei Hits landeten: Commander Keen, Wolfenstein 3D, Doom. In dieser Episode geht es um Wolfenstein 3D, das nicht id Softwares erster Ego-Shooter, aber eine maßgebliche technische und spielmechanische Weiterentwicklung zu Hovertank One und Catacomb 3-D, die id nur ein Jahr davor rausbrachte. Wolf3D brachte den Durchbruch für die junge Firma, legte den Grundstein für Doom und war wegweisend für das entstehende Genre der Ego-Shooter. Christian und Gunnar sprechen über Wolfenstein 3D und Spear of Destiny, die Geschichte von id Software und die halboffiziellen Vorgänger, die Wolfenstein-Spiele von Silas Warner. Hinweis: Für Unterstützer auf Steady/Patreon gibt es in Kürze eine spannende „Wusstet ihr eigentlich …?“-Bonusfolge mit Trivia zum Spiel sowie eine exklusive Sonderfolge zur Historie der Shareware-Spiele. Infos zum Spiel: Thema: Wolfenstein 3D, 1992 Plattform: MS-DOS, später Acorn 32-bit, Browser, Game Boy Advance, Jaguar, SNES, iPad, iPhone, Macintosh, PC-98, PlayStation 3, Windows, Xbox 360 Entwickler: id Software Publisher: Apogee Software Genre: Ego-Shooter Designer: John Carmack, John Romero, Adrian Carmack, Tom Hall Musik: Robert Prince Podcast-Credits: Sprecher: Christian Schmidt, Gunnar Lott Audioproduktion: Johannes DuBois, Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik) Unterstützen: Die Produktion dieser Folge wurde finanziert durch die Unterstützung unser Hörer auf den Plattformen Steady oder Patreon. Wer uns ebenfalls unterstützen möchte, kann das am Besten durch ein Abo auf einer der Plattformen tun – da gibt es auch massig sensationellen Extra-Content. www.stayforever.de

The Ranger Ryan Show | Trade Paperbacks
DOOM II | Bullet Sponge

The Ranger Ryan Show | Trade Paperbacks

Play Episode Listen Later Aug 21, 2022 42:32


Doom (stylized as DooM, and later DOOM) is a video game series and media franchise created by John Carmack, John Romero, Adrian Carmack, Kevin Cloud, and Tom Hall. The series focuses on the exploits of an unnamed space marine operating under the auspices of the Union Aerospace Corporation. --- Send in a voice message: https://podcasters.spotify.com/pod/show/tradepaperbacks/message --- Send in a voice message: https://podcasters.spotify.com/pod/show/rangerryan/message

Bullet Sponge
DOOM II

Bullet Sponge

Play Episode Listen Later Aug 21, 2022 41:02


Doom (stylized as DooM, and later DOOM) is a video game series and media franchise created by John Carmack, John Romero, Adrian Carmack, Kevin Cloud, and Tom Hall. The series focuses on the exploits of an unnamed space marine operating under the auspices of the Union Aerospace Corporation.

Bullet Sponge
DOOM II

Bullet Sponge

Play Episode Listen Later Aug 21, 2022 41:02


Doom (stylized as DooM, and later DOOM) is a video game series and media franchise created by John Carmack, John Romero, Adrian Carmack, Kevin Cloud, and Tom Hall. The series focuses on the exploits of an unnamed space marine operating under the auspices of the Union Aerospace Corporation.

Bullet Sponge

Doom (stylized as DooM, and later DOOM) is a video game series and media franchise created by John Carmack, John Romero, Adrian Carmack, Kevin Cloud, and Tom Hall. The series focuses on the exploits of an unnamed space marine operating under the auspices of the Union Aerospace Corporation (UAC).

One Stage at a Time
On the Sixth Day, God LOL'd - DOOM 18: Tower of Babel

One Stage at a Time

Play Episode Listen Later Oct 21, 2020 66:13


In this Scenario…We're God We talk The Tower of Babel! The final level in Episode 2 of DOOM (1993)! We take on the dreaded, imposing CYBERDEMON! This towering boss gives us a hell of a fight and we talk every aspect of it! Rockets! Lost souls! Crucified Barons of Hell! Aaron talks about his venture into being a mobile gamer. So far? It's sad. We talk movies! Ernest Borgnine kills hobos on his murder train! Andy and Sam inform Aaron about the glorious film Emperor of the North Pole! Harvey Keitel duels the entire world in The Duelist! Andy gives us another dramatic reading of the novelization of DOOM! We're allowed to witness the first crack in DOOMGuy's psyche as he sees his first zombie Zombie ZOMBIE! We also dig into the history of John Romero, John Carmack, and Adrian Carmack! They started off at Softdisk together and ran quite the crazy scheme in order to make their games! Classic games such as Commander Keen! Which Adrian hated. Is Commander Keen related to both Doom Guy and BJ Blazkowicz? And be sure to stick around to the very end for a very special message from Sam Ingersoll! All this AND MORE in a sexy, violent episode of One Stage at a Time! Like and subscribe, slayers! www.onestageatatime.com intro music: "8-bit Eighties" by injury (ocremix.org) Twitter: @onestageatatime Andy Twitter: @primmtropolis Aaron Twitter: @aaronindatwits email: onestagepod@gmail.com FB: facebook.com/onestagepod insta: @onestageatatime Youtube: https://www.youtube.com/channel/UCk5hAb-3ciPoAuHKKkWWbFg --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/one-stage-at-a-time/message

Yo Tenía Un Juego
21 - Wolfenstein 3D: la historia que revolucionó los videojuegos

Yo Tenía Un Juego

Play Episode Listen Later Oct 19, 2020 134:29


¡Hemos logrado lo imposible! ¡Hacer un podcast de Wolfenstein 3D sin Wolfenstein 3D! Bueno, en realidad sí hay mucho de Wolfenstein 3D en el programa, pero como estamos seguros de que conoces el juego de sobra, hemos preferido centrarnos en todo aquello que rodeó a su lanzamiento: el contexto social y cultural en España, y por supuesto la historia que llevó a cuatro mentes privilegiadas a revolucionar para siempre el mundo del videojuego. En efecto, hablamos de John Romero, John Carmack, Adrian Carmack y Tom Hall. El 5 de mayo de 1992, id Software lanza Wolfstein 3D, y sin querer sienta las bases de los shooter en primera persona. El juego se convierte en un icono, y a día de hoy se considera un imprescindible que todo jugón debe conocer. Pero ¿qué sucedía en el mundo por entonces? ¿Qué música sonaba en la radio? ¿Qué problemas teníamos? ¿Qué dijo la prensa de el? ¿Qué técnica se sacaron de la chistera para que un juego que realmente no está en 3d sí lo pareciera? ¿Qué o quién les inspiró a hacerlo? ¡Las respuestas en el programa! Fe de erratas: En el audio nuestro compañero Jaime confunde el ego en la teoría de Freud con el ello, esperamos que podáis perdonarle semejante error, porque se ha dado cuenta él solito. Demo explicativa de Ray Casting: https://mega.nz/file/rCxRwAKZ#Kcxbycw5XzJ4TSdVKGNaO8YsXhTpzt4swxhAl1M-Q-U Contacta con nosotros en: www.yoteniaunjuego.com YouTube: https://www.youtube.com/yoteniaunjuego Podcast: https://www.ivoox.com/podcast-yo-tenia-un-juego_sq_f1614656_1.html Telegram: @yoteniaunjuego Twitter: @yoteniaunjuego Facebook: https://www.facebook.com/yoteniaunjuego E-mail: yoteniaunjuego@gmail.com Intro: All Of My Angels (Machinae Supremacy) Outro: Pieces (Machinae Supremacy) Ambas utilizadas con permiso expreso de sus autores. Conoce a Machinae Supremacy en www.machinaesupremacy.com

Normies Like Us
Episode 91: DOOM | Eternal, History and More | Normies Like Us Podcast

Normies Like Us

Play Episode Listen Later Mar 31, 2020 81:30


91: The History of Doom is one fueled by heavy metal, demonic invasions and genre defining game design. Join us as we get Knee Deep in the Dead with DOOM! Thanks for listening, Normies! Insta @NormiesLikeUs https://www.instagram.com/normieslikeus/ @jacob https://www.instagram.com/jacob/ @JoeHasInsta https://www.instagram.com/joehasinsta/ @MikeHasInsta https://www.instagram.com/mikehasinsta/ Special Guest: Jacob Ebel.

Dev Game Club
DGC Ep 186: DOOM Bonus Interview with John Romero

Dev Game Club

Play Episode Listen Later Nov 14, 2019 114:29


Following on from our DGC series on 1993's DOOM, we've been lucky enough to get connected with John Romero to talk about his early career and how id and DOOM came to be. We hear all sorts of stories about those early days, and we hope you enjoy it. Podcast breakdown: 0:42 Interview segment 1:40:30 Break 1:41:00 Next time Issues covered: a brief history of John Romero, playing games at the arcade and on a mainframe, programming without being able to save them, living with hyperthymesia, learning BASIC and 6502, hand-assembling without a computer, bailing from college, selling games to a bartender, meeting a fellow programmer for the first time, zeroing in on Origin Systems, co-opting a demo PC, Origin in New Hampshire, overlapping between John and Brett, being up against other Commodore programmers, killing the interviews, making every life change at once, making your own hardware and writing your own protocol, getting your first raise, the death of 8 bit, learning PC and moving house, missing out on your chance to make a great 8-bit game, wanting to make games all day, hiring an artist based on musical taste, knowing a coder from the game, Carmack renting a PC to port his own RPGs, getting your own room and making your own games, two games in a month, becoming the game everyone in Pakistan and India played, dividing up the work, vertical scrolling vs smooth horizontal scrolling, getting stuff done in a night, knowing when it's time to move on, pitching a game to Nintendo, mistaking fan mail, making deals through the mail, making bank and cutting a deal to avoid a lawsuit, nearly selling the company, shareware just taking off, moving into the black cube, writing a... strong press release, riding the rocket, being fluent in code and creativity at the same time, multi-user editing, breaking out of a rectilinear world, getting out of the intellectual model, no room could have been made in the prior game, having to solve unknown problems, coding everything into the editor and coming up with the needs, programming all sorts of wild secrets, goals for SIGIL, coming up with new ideas that are reasonable extensions, someone stealing your thunder, flipping switches to get from multiplayer to single player, loving designing stuff, the Empire RPG, dream game with the dream team, spending time with John Romero, working on 90 games, working solo, the history of games in one man's head, June calls out, we talk our next game, SWotH. Games, people, and influences mentioned or discussed: Sigil, Origin Systems, Softdisk, John Carmack, Adrian Carmack, Tom Hall, id Software, Commander Keen, Wolfenstein 3D, Quake, ION Storm, Daikatana, Deus Ex, Anachronox, Monkeystone Games, Midway, Slipgate Ironworks, Gazillion, Loot Drop, Brenda Romero, Romero Games, Empire of Sin, Poison Cookie, Hunt the Wumpus, Nim, Adventure, Robert Lavelock, Will Wright, Dr. Cat (David Shapiro), David Crane, Capital Ideas Software, Apple ][, Nibble Magazine, Scout Search, InCider Magazine, AppleFest 1987, UpTime, Jay Wilbur, Cocktail, Epic Software, Lane Roathe, Ultima I, ManPower, John Fachini, Denis Loubet, Robert Garriott, Ultima Underworld, Mapping the Commodore 64, Inside Out Software, Might & Magic 2, Tower Toppler/Nebulous, Epyx, Lynx, Crush Crumble Chomp, Temple of Apshai, Alien, Dark Castle, Ideas from the Deep, Al Vekovius, Karateka, LodeRunner, Choplifter, PlayStation 2, LucasArts, Gamer's Edge, Sub Stalker, Tennis, Mark Crowe, Paul Lutus, GraFORTH, Catacomb, SuperNES, Mario, Zelda, Dangerous Dave, Solitaire, Minesweeper, Slordax, Michael Abrash, Captain Cosmic, Nintendo, Scott Miller, Kingdom of Kroz, Commander Keen, Aliens Ate My Babysitter, FormGen, Sierra, Ken and Roberta Williams, Wolfenstein 3D, Spear of Destiny, Kevin Cloud, NextSTEP, Wizardry, REKKR, Civilization, Paradox, The Irishman, Martin Scorcese, Francis Ford Coppola, Skyrim, World of Warcraft Classic. Next time: World of Warcraft Classic (up to level 5) Links: Making of SIGIL https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Nude Clan: A Video Game Podcast | Part of the [Nude]Clan gaming network

Join Kaleb, Cameron, Kaleb, and Dylan as they discuss the original Doom game. Enjoy! Doom How do you begin to do a review on a game as iconic and game changing as doom? Who developed Doom? ID software John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack. The company was also heavily involved in the creation of the first-person shooter genre. Wolfenstein 3D is often considered as the first true FPS,Doom was a game that popularized the genre and PC gaming in general, and Quake is the first shooter to have online multiplayer, which is a widespread feature used in today's games of the same genre, as well as id's first true 3D first-person shooter. What is doom? 1993 science fiction horror-themed first-person shooter (FPS) video game by id Software. It is considered one of the most significant and influential titles in video game history, for having pioneered the now-ubiquitous first-person shooter. The original game was divided into three nine-level episodes and was distributed via shareware and mail order. The Ultimate Doom, an updated release of the original game featuring a fourth episode, was released in 1995 and sold at retail. In an interview I watched about it by John Romero, he said that Doom is the most downloaded software because of how good it was, and because of it being free. In fact, Microsoft wanted to jump onto the success of doom with their release of windows 95: Show clip The version I played was the Ultimate Doom, the one sold on the BFG edition of Doom three on the xbox 360. Plot Doom, a science fiction/horror themed video game, has a background which is given in the game's instruction manual; the rest of the story is advanced with short messages displayed between each section of the game (called episodes), the action as the player character progresses through the levels, and some visual cues. The player takes the role of an unnamed space marine ("Doomguy") who has been punitively posted to Mars after assaulting his commanding officer, who ordered his unit to fire on civilians. The Martian space marine base acts as security for the Union Aerospace Corporation, a multi-planetary conglomerate, which is performing secret experiments with teleportation by creating gateways between the two moons of Mars, Phobos and Deimos. Mars is considered by space marines to be the dullest assignment imaginable. This all changes when the UAC experiments go horribly wrong. Computer systems on Phobos malfunction, Deimos disappears entirely, and "something fragging evil" starts pouring out of the gateway, killing or possessing all UAC personnel. Responding to a frantic distress call from the overrun scientists, the Martian marine unit is quickly sent by ship from Mars to Phobos to investigate, where the player character is left to guard the perimeter with only a pistol while the rest of the group proceeds inside. The marine hears assorted radio messages, gunfire, and screams, followed by silence: "Seems your buddies are dead." The player cannot navigate the ship off of Phobos alone and sees that the only way out is to fight through the Phobos complex. As the last man standing, the player character's mission is to fight through the entire onslaught of demonic enemies by himself in order to keep them from attacking Earth. Knee-Deep in the Dead, the first episode and the only one in the shareware version, is set in the high-tech military bases, power plants, computer centers and geological anomalies on Phobos. It ends with the player character entering the teleporter leading to Deimos, only to be overwhelmed by monsters. In the second episode, The Shores of Hell, the marine has successfully teleported to Deimos. He fights his way through installations on Deimos, similar to those on Phobos, but warped and distorted from the demon invasion and interwoven with beastly architecture. After defeating the titanic Cyberdemon, the marine discovers the truth about the vanished moon: it is floating above Hell. The third episode, called Inferno, begins after the marine climbs off Deimos to the surface. The marine fights his way through Hell and defeats the Spider Mastermind that planned the invasion. Then a hidden doorway back to Earth opens for the hero, who has "proven too tough for Hell to contain". However, a burning city and a rabbit's head impaled on a stake (named in The Ultimate Doom as the marine's pet rabbit, Daisy) show that the demons have invaded Earth, setting the stage for Hell on Earth. The sequel retcons the events of Doom as an alien invasion of the Mars moon bases. ----------------------------------------------------------------------------------------------------------------------------------------- In The Ultimate Doom expansion, in the fourth episode Thy Flesh Consumed, it tells that the marine fought valiantly against the hordes of demons that the Spider Mastermind sent through that hidden doorway but ultimately the forces of Hell prevailed in the invasion of Earth. The locales of Thy Flesh Consumed are varied, including a mix of high-tech bases and demonic temples, though the atmosphere appears to be Earth. Development The development of Doom started in 1992, when John D. Carmack developed a new 3D game engine, the Doom engine, while the rest of the id Software team finished the Wolfenstein 3D prequel, Spear of Destiny. When the game design phase began in late 1992, the main thematic influences were the films Aliens and Evil Dead II. Tom Hall wrote an elaborate design document called the Doom Bible, according to which the game would feature a detailed storyline, multiple player characters, and a number of interactive features.[8]However, many of his ideas were discarded during development in favor of simpler design Technology Doom's primary distinguishing feature at the time of its release was its relatively realistic 3D graphics. The advance from id Software's previous game Wolfenstein 3D was enabled by several new features in the Doom engine, including height differences (all rooms in Wolfenstein 3D have the same height), full texture mapping of all surfaces (in Wolfenstein 3D, floors and ceilings are flat colors) and varying light levels and custom palettes (all areas in Wolfenstein 3D are fully lit at the same brightness). The latter contributed to Doom's visual authenticity, atmosphere and gameplay, as the use of darkness to frighten or confuse the player was nearly unheard of in games released prior to Doom; palette modifications were used to enhance effects such as the berserk power-up which tints the player's vision red. How did you feel when you stepped into a room that was lit only by a strobe effect? Doom's primary distinguishing feature at the time of its release was its relatively realistic 3D graphics.[9] The advance from id Software's previous game Wolfenstein 3D was enabled by several new features in the Doom engine, including height differences (all rooms in Wolfenstein 3D have the same height), full texture mapping of all surfaces (in Wolfenstein 3D, floors and ceilings are flat colors) and varying light levels and custom palettes (all areas in Wolfenstein 3D are fully lit at the same brightness). The latter contributed to Doom's visual authenticity, atmosphere and gameplay, as the use of darkness to frighten or confuse the player was nearly unheard of in games released prior to Doom; palette modifications were used to enhance effects such as the berserk power-up which tints the player's vision red. John Carmack had to make use of several tricks for these features to run smoothly on home computers of 1993. Most significantly, the Doom engine and levels are not truly three-dimensional; they are internally represented on a single plane, with height differences stored separately as displacements (a similar technique is still used in many games to create expansive outdoor environments). This allows a two point perspective projection, with several design limitations: for example, it is not possible in the Doom engine to create one room over another room in a level. However, thanks to its two-dimensional property, the environment can be rendered very quickly, using a binary space partitioning method. Another benefit was the clarity of the automap, as that could be rendered with 2D vectors without any risk of overlapping. Another important feature of the Doom engine is its modular data files, which allow most of the game's content to be replaced by loading customWAD files. Wolfenstein 3D was not designed to be expandable, but fans had nevertheless figured out how to create their own levels for it, andDoom was designed to further extend the possibilities. The ability to create custom scenarios contributed significantly to the game's popularity (see the section on WADs, below). Music A heavy metal-ambient soundtrack was supplied by Bobby Prince.[6], heavily influenced by metal Show video of comparisons The iconic E1M1 If you want to see that interview with John Romero, look for Meet John Romero: One of the Godfathers of the First-Person Shooter

Deviant Robot Transmission
Episode 64 - Deviant Robot Transmission

Deviant Robot Transmission

Play Episode Listen Later May 9, 2016 117:40


THIS WEEK: [0:02:07] YouTube Gaming - https://gaming.youtube.com/ Twitch - https://www.twitch.tv [0:04:16] Purdeys - https://www.purdeys.com/ [0:05:10] Daisies are not poisonous - http://www.rosefloral.com/blog/poisonous-plants [0:06:28] LD50 - Median lethal dose - https://en.wikipedia.org/wiki/Median_lethal_dose [0:08:00] Meets Deet’s Cambridge Monthly - 11th May London Hiking - 14th May Cambridge Hiking - 14th May London Saturday Session - 14th May London Monday Monthly - 16th May http://www.meetup.com/Cambridge-Deviant-Robot-Comics-movie-games-and-geeks/ http://www.meetup.com/London-Deviant-Robot-Comics-movie-games-and-geeks/ [0:11:25] Hail Caesar https://en.wikipedia.org/wiki/Hail,_Caesar! Prince drug rumours http://www.tmz.com/2016/04/21/prince-treated-drug-overdose-dead/ Coen Brothers https://en.wikipedia.org/wiki/Coen_brothers No Country for Old Men https://en.wikipedia.org/wiki/No_Country_for_Old_Men_(film) [0:19:55] Arrietty (Studio Ghibli) https://en.wikipedia.org/wiki/Arrietty The Borrowers https://en.wikipedia.org/wiki/The_Borrowers Kiki’s Delivery Service https://en.wikipedia.org/wiki/Kiki%27s_Delivery_Service [0:24:00] Game of Thrones http://www.hbo.com/game-of-thrones High Fantasy https://en.wikipedia.org/wiki/High_fantasy Low Fantasy https://en.wikipedia.org/wiki/Low_fantasy [0:30:45] A Nightmare on Elm Street https://en.wikipedia.org/wiki/A_Nightmare_on_Elm_Street [0:33:00] Breaking Bad http://www.amc.com/shows/breaking-bad [0:34:00] The Wire http://www.hbo.com/the-wire [0:38:35] The Shield https://en.wikipedia.org/wiki/The_Shield [0:40:00] Will’s Witcher 3 http://thewitcher.com/en/witcher3 [0:42:10] Call of Duty: Infinite War https://www.callofduty.com/uk/en/infinitewarfare C&C Generals https://en.wikipedia.org/wiki/Command_%26_Conquer:_Generals Activision’s Statement http://www.polygon.com/2016/5/5/11604660/call-of-duty-infinite-warfare-youtube-trailer-dislikes [0:49:02] Battlefield 1 https://www.battlefield.com/ Verdun http://www.verdungame.com/ Battlefield 3 https://en.wikipedia.org/wiki/Battlefield_3 [0:53:35] Tactical Shooters https://en.wikipedia.org/wiki/Tactical_shooter ARMA https://arma3.com/ DayZ https://dayzmod.com/ DayZ Killer Clowns https://www.youtube.com/watch?v=s2N8kMbqsbI [0:56:57] Eve Online https://www.eveonline.com/ [0:57:48] Tom Clancy’s Rainbow Six Siege http://rainbow6.ubi.com/siege/en-gb/home/index.aspx [0:58:30] Doom http://doom.com/en-us/ Uncharted 4 http://www.unchartedthegame.com/en-us/games/uncharted-4 [1:01:10] Painkiller http://www.painkillergame.com/agegate.php [1:11:15] Adrian Carmack https://en.wikipedia.org/wiki/Adrian_Carmack [1:13:10] Second Life http://secondlife.com/ [1:15:48] Dishonored 2 https://www.dishonored.com/ Deus Ex - https://www.deusex.com/ [1:20:45] Left 4 Dead 3 Rumour http://www.express.co.uk/entertainment/gaming/632481/Left-4-Dead-3-Half-Life-3-Release-Date-Characters-Valve-PS4-Xbox-One-PC Left 4 Dead 2 http://www.l4d.com/game.html [1:23:50] Humble Bundle https://www.humblebundle.com/ [1:26:43] Streets of Rage http://www.soronline.net/main.htm Target Renegade https://en.wikipedia.org/wiki/Target:_Renegade [1:28:00] 8-bit armies http://store.steampowered.com/app/427250/ [1:32:30] PEE BREAK [1:35:00] Dyson Hairdryer http://www.dyson.co.uk/haircare/supersonic.aspx [1:36:00] Soft drinks https://en.wikipedia.org/wiki/Soft_drink [1:42:11] Overwatch https://playoverwatch.com/en-gb/ Team Fortress 2 http://www.teamfortress.com/ [1:43:53] Battleborn https://battleborn.com/ [1:51:00] Heroes of the Storm http://us.battle.net/en/int?r=heroes [1:53:30] Dark souls 3 Fight clubs https://www.rockpapershotgun.com/2016/05/04/ridealong-the-underground-fight-clubs-of-dark-souls-iii/ ON THE SHOW: William Owen Robin Young Jimmy Lucktaylor EDITED AND PRODUCTION BY William Owen SHOW NOTES BY: Bill Chandler https://deviantrobot.com

The KBMOD Podcast
KBMOD Podcast – Episode 233

The KBMOD Podcast

Play Episode Listen Later May 3, 2016 161:02


The KBMOD family is back together again to deliver the goods for this lengthy episode. In this week's news, the Kickstarter campaign for John Romero and Adrian Carmack's new FPS gets canceled, and Blizzard talks about “failing horrifically” with Titan and continues the dialog about the Nostalrius shutdown. The cast also discusses the emoji confirmation [&hellip

kickstarter blizzard fps john romero nostalrius adrian carmack
Super Amibos
SAC 58 - Go Go Power Rangers!

Super Amibos

Play Episode Listen Later May 1, 2016 111:38


Em um SAC em seu formato tradicional de notícias do universo pop, falamos um pouco sobre Elizabeth Banks como Rita Repulsa - e nossas lembranças de Power Rangers. Falamos também sobre o time de e-sports banido por ser patrocinado por um site pornográfico e sobre o vindouro remake de Além da Imaginação. Além disso, comentamos sobre o Kickstarter de Blackroom, o novo jogo de John Romero e Adrian Carmack (ambos ex-id Software). E finalizando, comentamos sobre os anúncios recentes acerca do NX e da situação atual da Nintendo!

RELOADING - Atualize-se, gamer!
Reloading #059 – Nintendo Essa Estratégia

RELOADING - Atualize-se, gamer!

Play Episode Listen Later Apr 30, 2016 123:11


Nesse episódio, Bruno Carvalho,Edu Aurrai e Felipe Mesquita falaram sobre os números da Nintendo e anúncios sobre o NX,  desempenho do Playstation 4, o modelo exclusivo de Xbox One, em homenagem à Capitão América: Guerra Civil, e muito mais. Duração:  123 min Comentados: >Easter Egg presente na campanha de DOOM>Kickstarter de Blackroom, novo FPS de John Romero e Adrian Carmack>Xbox One customizado do Homem De Ferro>The King Of Fighters XIV - Trailer #1 (US)>The King Of Fighters XIV - Trailer #2 (US)>The King Of Fighters XIV - Trailer #3 (US)>The King Of Fighters XIV - DLC Costume: Classic Kyo>Player Two - Curta comentado no final do programa>Imagem do "mod" de Mega Drive no Steam comentado no final do programa

RELOADING - Atualize-se, gamer!
Reloading #058 – Playstation Ainda Será o Escolhido?

RELOADING - Atualize-se, gamer!

Play Episode Listen Later Apr 22, 2016 118:32


Nesse episódio, Bruno Carvalho,Edu Aurrai e Felipe Mesquita falaram sobre as rumores cada vez mais fortes e as especificações "vazadas" do Playstation 4K (Ou Playstation Neo), o encerramento da fabricação do Xbox 360, a ANATEL culpando os gamers pela limitação imposta na Internet e muito mais. Duração:  118 min Comentados: >Star Fox Zero – The Battle Begins - Curta Animado>Teaser de um novo Shooter com John Romero e Adrian Carmack>Trailer de Pyre, novo jogo da Supergiant Games>Kickstarter do jogo de tabuleiro de Dark Souls>Mafia III One Way Road Story Trailer