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Une émission préparée et enregistrée par Mathieu et Babar.Montage de Mathieu et générique par le magnifique TMDJC. Pour ne rien louper de nos podcasts.Action bourrine encore une fois dans Battle Pass puisque nous revenons sur de la pure série B d'action vidéoludique avec Fighting Force beat them all 3D surtout connu pour sa version PlayStation. Développé par Core Design ce titre nous place dans la peau de 4 personnages qui doivent empêcher la fin du monde... enfin stopper un fou qui est vexé que le passage à l'an 2000 ne provoque pas le chaos attendu.Malheureusement comme on fait les choses biens, on discute aussi un peu du 2ème épisode... nettement moins glorieux !Bonne écoute. Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.
We are joined by Francois Chollet and Mike Knoop, to launch the new version of the ARC prize! In version 2, the challenges have been calibrated with humans such that at least 2 humans could solve each task in a reasonable task, but also adversarially selected so that frontier reasoning models can't solve them. The best LLMs today get negligible performance on this challenge. https://arcprize.org/SPONSOR MESSAGES:***Tufa AI Labs is a brand new research lab in Zurich started by Benjamin Crouzier focussed on o-series style reasoning and AGI. They are hiring a Chief Engineer and ML engineers. Events in Zurich. Goto https://tufalabs.ai/***TRANSCRIPT:https://www.dropbox.com/scl/fi/0v9o8xcpppdwnkntj59oi/ARCv2.pdf?rlkey=luqb6f141976vra6zdtptv5uj&dl=0TOC:1. ARC v2 Core Design & Objectives [00:00:00] 1.1 ARC v2 Launch and Benchmark Architecture [00:03:16] 1.2 Test-Time Optimization and AGI Assessment [00:06:24] 1.3 Human-AI Capability Analysis [00:13:02] 1.4 OpenAI o3 Initial Performance Results2. ARC Technical Evolution [00:17:20] 2.1 ARC-v1 to ARC-v2 Design Improvements [00:21:12] 2.2 Human Validation Methodology [00:26:05] 2.3 Task Design and Gaming Prevention [00:29:11] 2.4 Intelligence Measurement Framework3. O3 Performance & Future Challenges [00:38:50] 3.1 O3 Comprehensive Performance Analysis [00:43:40] 3.2 System Limitations and Failure Modes [00:49:30] 3.3 Program Synthesis Applications [00:53:00] 3.4 Future Development RoadmapREFS:[00:00:15] On the Measure of Intelligence, François Chollethttps://arxiv.org/abs/1911.01547[00:06:45] ARC Prize Foundation, François Chollet, Mike Knoophttps://arcprize.org/[00:12:50] OpenAI o3 model performance on ARC v1, ARC Prize Teamhttps://arcprize.org/blog/oai-o3-pub-breakthrough[00:18:30] Chain-of-Thought Prompting Elicits Reasoning in Large Language Models, Jason Wei et al.https://arxiv.org/abs/2201.11903[00:21:45] ARC-v2 benchmark tasks, Mike Knoophttps://arcprize.org/blog/introducing-arc-agi-public-leaderboard[00:26:05] ARC Prize 2024: Technical Report, Francois Chollet et al.https://arxiv.org/html/2412.04604v2[00:32:45] ARC Prize 2024 Technical Report, Francois Chollet, Mike Knoop, Gregory Kamradthttps://arxiv.org/abs/2412.04604[00:48:55] The Bitter Lesson, Rich Suttonhttp://www.incompleteideas.net/IncIdeas/BitterLesson.html[00:53:30] Decoding strategies in neural text generation, Sina Zarrießhttps://www.mdpi.com/2078-2489/12/9/355/pdf
TCW Podcast Episode 229 - US Gold US Gold started as an importer of American games before becoming a dominant force in the British gaming industry. Partnering with Ocean Software, they formed a duopoly that shaped the UK and European gaming markets, bringing top titles to 8-bit computers and later expanding into consoles—US Gold backing SEGA while Ocean focused on Nintendo. When competitors began importing Japanese games, US Gold responded by securing a deal with Capcom to port its arcade hits to home computers. As its parent company, CentreGold, went public, US Gold also acquired Core Design—unknowingly setting the stage for gaming history. Because within Core, something legendary was in development: Tomb Raider. Join us as we dive into the rise of US Gold, its influence on British gaming, and its unexpected connection to one of gaming's biggest icons. Compute Magazine Archive: https://archive.org/details/compute-magazine Galactic Chase: https://www.youtube.com/watch?v=cVNM1JH6GNU TCW 136 - Ocean Software: https://podcast.theycreateworlds.com/e/ocean-software/ Beach Head (C64): https://www.youtube.com/watch?v=Ex9mchOPG1o Forbidden Forest (C64): https://www.youtube.com/watch?v=j86veyiIcS8 Aztec Challenge (C64): https://www.youtube.com/watch?v=xLO2mGBID8I Zaxxon (C64): https://www.youtube.com/watch?v=cB-Tt6O9Onc TCW 103 - Elite Systems: https://podcast.theycreateworlds.com/e/elite-systems/ Commando (ZX Spectrum): https://www.youtube.com/watch?v=tKom2O2H0pQ OutRun -US Gold EU (C64): https://www.youtube.com/watch?v=pnuYHmSLUY4 Flashback: https://www.youtube.com/watch?v=owuUW4DL4cg TCW 129 - The Crash That Almost Was: https://podcast.theycreateworlds.com/e/the-crash-that-almost-was/ TCW 036 - Raiding Eidos: https://podcast.theycreateworlds.com/e/raiding-eidos/ TCW 017 - The British 8-Bit Computer Market Hardware: https://podcast.theycreateworlds.com/e/the-british-8-bit-computer-market-hardware/ TCW 018 - The British 8-Bit Computer Market Software: https://podcast.theycreateworlds.com/e/the-british-8-bit-computer-market-software/ TCW 131 - Sir Clive of ZX: https://podcast.theycreateworlds.com/e/sir-clive-of-zx/ New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RoleMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Tomb Raider, c'est bien plus qu'une saga légendaire, c'est une philosophie d'exploration, de level design et de gameplay qui nous colle à la peau, une façon d'appréhender le jeu vidéo dont le premier épisode cristallise sans doute tout ce qu'on aime le plus. Tomb Raider 1, c'est un jeu qu'on aime plus que de raison et il est temps qu'on vous explique pourquoi ! Voici donc une (très) longue vidéo en compagnie de deux néophytes qui l'ont découvert pour ce test. On espère que vous allez adorer cette rétrospective ! » SOMMAIRE (00:00:00) Introduction (00:06:34) Présentation des sources (00:10:23) Développement : La naissance de CORE Design (00:19:17) Développement : CORE Design : Les débuts (00:28:12) Développement : Toby Gard et les prémices de Tomb Raider (00:35:32) Développement : La création de Lara Cruz (00:46:46) Développement : Le premier prototype (00:58:39) Développement : Les enjeux de la 3D (01:12:55) Développement : De Lara Cruz à Lara Croft (01:20:25) Développement : Remue-ménage à CORE Design (01:27:29) Développement : Crunch final (01:36:28) Développement : Marketing sexy et succès (02:00:22) Développement : Les premières versions (02:08:19) Scénario : L'aventure commence... (02:16:16) Scénario : Lara, un personnage culte (02:42:52) Scénario : Déroulé et rebondissements (02:55:28) Scénario : Inspirations mythiques et historiques (03:08:44) Game design : La révolution du jeu d'aventure (03:25:03) Gameplay : Un jeu d'une précision exemplaire (03:49:28) Gameplay : Un TPS avant l'heure ? (04:12:21) Level design : Une ode à l'exploration et au danger (04:29:56) Level Design : Des niveaux incroyables ! (05:24:08) Direction Artistique (05:28:32) Une révolution technique (05:46:02) Un Sound Design magistral (05:57:05) La claque musicale (06:27:27) Conclusion
In this episode, we dive deep into the world of match3 games, exploring their core design, the evolution of game mechanics, and what it takes to succeed in this highly competitive genre. We look back at the historical context of match 3 games, discuss today's market leaders, and highlight the challenges faced by new entrants. Our conversation focuses on striking the right balance between luck and skill in gameplay while emphasizing the need for innovative design to captivate players and drive revenue. We examine key elements like visual clarity, game mechanics, and player engagement, as well as the importance of balancing difficulty with player satisfaction. We also explore the rise of the restoration meta in casual games and new progression mechanics, like win streak systems, that drive player retention. User acquisition strategies are another hot topic—highlighting the high costs of acquiring players for match-3 games and the role of ad monetization. Additionally, our conversation touches on the role of playables in advertising, the evolution of creative strategies, and the latest trends in game advertising, emphasizing the importance of constant innovation in a saturated market. This episode is packed with actionable insights for anyone looking to thrive in the match3 genre and beyond! This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously. Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric Special Guest. Laura Taranto Youtube: https://youtu.be/-THrT_jrtZE Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg Chapters 00:00 Epic intro 01:24 The Importance of Core Design in Match-3Games 10:29 The Evolution of Game Mechanics and Monetization 16:26 Current Market Leaders and Their Strategies 29:10 Challenges for New Entrants in the Match-3 Genre 40:36 The Importance of Game Mechanics in Match-3 Games 47:14 Visual Clarity and Ergonomics in Game Design 01:10:16 Narrative and Player Engagement in Game Design 01:22:08 Evolution of Game Mechanics 01:48:39 Ad Monetization Techniques in Mobile Games 02:10:26 Trends in User Acquisition and Advertising 02:20:55 The Shift in Creative Strategies for Match-3 Games 02:26:30 Emerging Trends and Innovations 02:34:53 Final Thoughts on the Future of Match-3 Games --------------------------------------- Laura Taranto https://www.linkedin.com/in/laurataranto/ Matej Lancaric User Acquisition & Creatives Consultant https://lancaric.me Felix Braberg Ad monetization consultant https://www.felixbraberg.com Jakub Remiar Game design consultant https://www.linkedin.com/in/jakubremiar --------------------------------------- Takeaways Core Puzzle Design is Crucial: A solid, engaging puzzle design is essential to attract and retain players in the competitive match-three genre. Balancing Difficulty is Key: Striking the right balance between challenge and satisfaction is critical for long-term player retention. User Acquisition is Complex: High user acquisition costs require careful balancing with retention rates and innovative UA strategies like minigames, playables and AI-driven campaigns. Visual Clarity & Speed Matter: Clear visuals, differentiated game pieces, and appropriate gameplay speed significantly impact player satisfaction and usability. --------------------------------------- Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it! Hit the Subscribe button on YouTube, Spotify, and Apple! Please share feedback and comments - matej@lancaric.me
On this episode of The 3DO Experience, we cover the somewhat obscure racing game BC Racers developed by Core Design! Proud Member of https://superpodnetwork.com/ Follow us at: https://linktr.ee/Thebarberwhogames Follow Thrak at: https://bsky.app/profile/thrak.bsky.social Check out Thraks streams at: https://www.twitch.tv/thrak94
This week, we're joined by Chris Long, a former programmer at Core Design, to uncover the fascinating stories behind some of the studio's most iconic titles. From his early days creating the quirky Merv The Merciless for Probe Software, to the smash-hit Chuck Rock and its sequel, Chris gives us an insider's view into the creativity and chaos of Core in the late ‘80s and early ‘90s. We delve into the tools of the trade, the challenges of transitioning to 3D with the PlayStation, and the untold tales of Rick Dangerous 2, Swagman, and Wonderdog. Contents: 00:00 - The Week's Retro News Stories 40:22 - Chris Long Interview Please visit our amazing sponsors and help to support the show: Bitmap Books - https://www.bitmapbooks.com Check out PCBWay at https://pcbway.com for all your PCB needs Get 3 months of ExpressVPN for FREE: https://expressvpn.com/retro We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Show notes: New cheat code found in Donkey Kong Country 2: https://tinyurl.com/5n6teuce Sega delists most of its retro games: https://tinyurl.com/2z3bptu8 Mega Drive tracker: https://tinyurl.com/rydpwvda Lost Commodore 64 game uncovered by archivists: https://tinyurl.com/5n76he7c Captain Square Jaw demo released for the Spectrum Next: https://tinyurl.com/mr2pmsf3
TOMB RAIDER: THE LEGEND OF LARA CROFT SERIES REVIEW Back in 1996, Core Design released a Playstation game that since has spawned 18 sequels across dozens of consoles and PC, mobile games, and even themed Pachinko machines! In the early 2000's, Paramount produced two Tomb Raider films starring the Oscar winning box office sensation Angelina… Read More »Screener Squad: Tomb Raider: The Legend of Lara Croft
TOMB RAIDER: THE LEGEND OF LARA CROFT SERIES REVIEW Back in 1996, Core Design released a Playstation game that since has spawned 18 sequels across dozens of consoles and PC, mobile games, and even themed Pachinko machines! In the early 2000's, Paramount produced two Tomb Raider films starring the Oscar winning box office sensation Angelina… Read More »Screener Squad: Tomb Raider: The Legend of Lara Croft
This week, we bring you an all star panel with legends from Rare Ltd and Core Design! Hear first-hand accounts from Heather Stevens, Kev Bayliss, Chris Marlow, and Paul Machacek as they reveal how the industry transitioned from 2D to 3D graphics and worlds in the mid 90s, resulting in classics like Tomb Raider and Golden Eye 007 for the PlayStation and Nintendo 64. Discover how they tackled challenges, learned new skills, and designed unforgettable worlds that set the stage for the future of gaming. Contents: 00:00 - The Week's Retro News Stories 43:52 - Rare & Core Design Panel Please visit our amazing sponsors and help to support the show: Bitmap Books - https://www.bitmapbooks.com Take your business to the next level today and enjoy 3 months of Shopify for £1/month: https://shopify.co.uk/retrohour We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Show notes: Dreamcast 25 merchandise: https://tinyurl.com/5n9369vn Duke Nukem 3D on Dreamcast: https://tinyurl.com/yce65djc Golden Axe Debug Menu Found 29 Years Later: https://tinyurl.com/2xr5hmce The Last Job PS2 Game Found: https://tinyurl.com/3jkut5p4 PlayStation celebrates its 30th anniversary: https://tinyurl.com/mv7rbmfd
Comment a évolué la saga Tomb Raider entre 1996 et 2003 ? Dans cet épisode on revient sur les 6 opus de la saga Tomb Raider de Core Design avec Hunk (Jean), Morlock et FoxMulder. N'hésitez pas à donner votre avis, donner des conseils qui pourrait améliorer l'émission. Merci par avance. Crédit musical : SATY.DLL @ Perfect Seeding Projet musical de SATY.DLL : https://open.spotify.com/intl-fr/album/5rolU95NPPcbxEC9oNpiWT?si=8PIfBQN8S3abVbhnljvf-A
In 1993, before they were acquired by Eidos, a little games developer in Derby called Core Design were working on their new action adventure game. It was an Indiana Jones-style 3D platformer; revolutionary for its time, and not just because of the immense 3D world and cleverly designed levels, but the protagonist was a woman.Her name was Lara Croft, and the game was Tomb Raider.In the mid-90s, Lara Croft became a virtual celebrity, and while Eidos demanded more and more Tomb Raider games, the wheels were in motion to give Lara the cinematic outings she deserved.Lara Croft: Tomb Raider had a revolving door of writers, and a special clause in the contract between Eidos and Paramount, which meant production had to start, and start quickly. Director Simon West only wanted Angelina Jolie for the main role, and ended up putting together a two-hour plus first cut. The problem was, Paramount hated it, ended up firing West and getting in one of Hollywood's most famous fixers to save the movie... Lara Croft: Tomb Raider - The Cradle of Life was the opportunity to fix the mistakes of the previous movie. Angelina Jolie had refused to return unless Lara was more well-rounded, so Lara was given more personality, more character and more stakes. The budget would be smaller, but the director would be a coup - Jan de Bont. This time there was one writer, a lead actress who was happier with the direction of her character, and no issues with editing, however the experience would lead to Jan de Bont retiring from directing...I would love to hear your thoughts on Lara Croft: Tomb Raider (2001) & Lara Croft: Tomb Raider - The Cradle of Life (2003) !CONTACT.... Twitter @verbaldiorama Instagram @verbaldiorama Facebook @verbaldiorama Letterboxd @verbaldiorama Email verbaldiorama [at] gmail [dot] com Website verbaldiorama.comSUPPORT VERBAL DIORAMA....Give this podcast a five-star Rate & Review Join the Patreon | Send a Tip | Buy Merch ABOUT VERBAL DIORAMAVerbal Diorama is hosted, produced, edited, researched, recorded and marketed by me, Em | This podcast is hosted by Captivate, try it yourself for free. Theme Music: Verbal Diorama Theme Song. Music by Chloe Enticott - Compositions by Chloe. Lyrics by Chloe Enticott (and me!) Production by Ellis Powell-Bevan of Ewenique StudioPatrons: Simon E, Sade, Claudia, Simon B, Laurel, Derek, Vern, Cat, Andy, Mike, Griff, Luke, Michael, Scott, Brendan, Lisa, Sam, Will, Jack, Dave, Chris, Stuart, Nicholas, Zo, Kev, Pete, Heather, Danny, Aly, Stu, Brett, Philip, Michele, Xenos and Sean!
Avui és el nostre programa número 319. I ens trobem bona part de l’equip del Ready to Play per explicar-vos que hem consumit aquests dies i què us recomanem. En Rafel ens explica coses molt xungues de la industria dels videojocs. Hi ha crisis, però hi ha un bri d'esperança. Al Ready a la Xarxa llegim les vostres respostes a la pregunta de la setmana: Quina ha estat la vostra obra preferida d’Akira Toriyama? I acabem amb un Va de Jocs, per part d'en XaviPSX, continuant explicant com els hi va anar a Lara Croft i a Core Design després de la seva estrena.
Welcome to Dev Game Club, where this week we continue our series on rotoscoped games by hopping aboard The Last Express, the graphic adventure from Jordan Mechner and Smoking Car Productions of 1997 via publisher Broderbund. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Vienna (Tim) and past Epernay (Brett) Issues covered: our history with the game, playing the game on the iPad, the adventure game at the time, budget and sales, some history of the game, the edutainment industry, critical response, how many discs, cost of goods, the history of Epernay, generic settings vs the highly specific dates in the game, the overwhelm, jumping onto a moving train, photo research, pulling the brake, what to do with a dead body, trial and error, the various ways things can play out from just the first puzzle, rain in Europe in 1914, a digression into multiple speed CD-ROMs, getting into rotoscoping, a 3D modeled train with rotoscoped characters on top, chasing after a character in the hall, walk-boxes with Z values, the screen door effect, a linear game in space vs an open-ended game in time, synchronicity, the sense of a train trip, prioritizing animation vs input, mechanics-forward vs simulation-forward, what players care about and what they see. Games, people, and influences mentioned or discussed: Jordan Mechner, Broderbund, GoldenEye 007, Diablo, Castlevania: Symphony of the Night, Fallout, Curse of Monkey Island, Riven, MYST, Jonathan Ackley, Larry Ahern, Quake, SW: Jedi Knight: DF2, Outlaws, LucasArts, Turok, Shadow Warrior, Hexen II, Duke Nuke'em, Postal, Age of Empires, Final Fantasy VII, Wing Commander: Prophecy, Xwing vs TIE Fighter, Colony Wars, Interstate '76, Mario Kart 64, Diddy Kong Racing, Grand Theft Auto, Gran Turismo, OddWorld, Sam and Max Hit the Road, Bethesda Game Studios, Bill Tiller, Day of the Tentacle, Sierra, Phantasmagoria, Gabriel Knight: Sins of the Father, Zoetrope Studios, Francis Ford Coppola, Smoking Car Productions, Tomi Pierce, Doug Carlston, Chris Remo, The Learning Company, Another World, Prince of Persia, Baldur's Gate, Final Fantasy VII, PlayStation, Sony, Daron Stinnett, Scream (series), Grim Fandango, Quadrilateral Cowboy, Blendo Games, Thirty Flights of Loving, Agatha Christie, Murder on the Orient Express, Paul Verhoeven, RoboCop, Basic Instinct, Starship Troopers, Elle, Hitchhiker's Guide to the Galaxy, Skyrim, Ron Gilbert, Waking Life, A Scanner Darkly, Deadline, Infocom, Zork, Ben Sarason, Arkham Asylum, Red Dead Redemption (series), RockStar, Tomb Raider (series), Brandon Fernandez, Core Design, Mario (series), Uncharted (series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish the game (?)/ Explore further Errata and Extra: The lead animator on CMI was Mark Overney (!), and it was my mistake, I was thinking it had been Charlie Ramos Blendo Games is Brendon Chung Paul Verhoeven is Dutch, and he did direct Basic Instinct Links: The Last Express: Revisiting An Unsung Classic Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
Rosanne is a collaborative leader focused on empowering teams to innovate solutions and seize new opportunities.Rosanne is committed to influencing strategic development of women and advocating for the advancement of high potential, diverse future leaders. As a lifelong learner, Rosanne is willing to rise to the challenge and embrace difficult tasks that foster personal and professional growth. Rosanne is currently the Senior Manager of Site Training for Constellation's Peach Bottom Atomic Power Station. In this role, she is responsible for the oversight and management of the station's Training Department, learning facilities, and providing principal training support for day-to-day site operations. She is accountable for providing competent personnel who can safely operate, maintain, and improve the performance of the plant. She leads a team of highly experienced instructional professionals and provides leadership in this area to ensure training and development opportunities are fully leveraged for improving knowledge, skills and behaviors of the workforce.Rosanne has over 17 years of nuclear experience with a diverse background of technical and leadership experience.Prior to her current position, Rosanne was the Nuclear Fuels Director of Core Design, where she was responsible for providing direction and oversight of reactor core designs for the Constellation (formerly Exelon) Nuclear Fleet of 21 nuclear power plants. She has also filled the roles of Senior Manager, Pressurized Water Reactor Core Design, Manager of Fuel Reliability, Spent Fuel and Decommissioning Senior Engineer, and Reactor Engineer at LaSalle Generating Station. Rosanne is an active member in various employee resource groups and has championed several development programs. Rosanne has served as Exelon's Network of Exelon Women Kennett Square Chapter Treasurer, Women in Nuclear Kennett Square Chapter Sponsor, Meals on Wheels volunteer for the Coatesville area senior citizens, and active member of Chester County's 100 Women of Downingtown. Rosanne has a passion for inspiring others to do their best by focusing on their strengths and being the connector that can align their interests to organizational opportunities. In this capacity, she has supported numerous mentoring programs and is an active mentor for several aspiring female professionals.Rosanne was born and raised in Chicago. She currently lives in Downingtown, Pennsylvania with her husband Andrew, raising their three daughters. Rosanne enjoys running, cooking, and is an avid reader.MAIN TAKEAWAYS:00:09:20 Take risks and advocate for yourself.00:14:30 Advocate for yourself, build relationships.00:17:38 Importance of organic relationships.00:27:20 Building relationships through common interests.00:28:23 Promoting clean energy through nuclear.00:34:45 Parenting can make you disgusting.Purchase your copy of "Relationships that Work" on Amazon today at https://www.amazon.com/dp/B0CD2KJX17?ref_=pe_3052080_276849420
Today, we're going to learn about the history of Tomb Raider, originally released for the Sega Saturn on October 24, 1996. As part of its history, we'll look back at the early days of its development studio, Core Design. We'll also talk at length about the development process, itself, and how the game evolved throughout it. Finally, we'll take a look at how the Tomb Raider, its development studio, and its creator, Toby Gard, have fared since its release. Join us for some for digital archaeology on today's trip down Memory Card Lane.
A ground breaking 3rd person 3d action-adventure game that led the charge of the strong female protagonist in video games. Developed by Core Design and published by Eidos this series is still going strong 27 years later. The first 3 games in the series were Playstation 1 best sellers and would forever tie Sony to the Tomb Raider series in our minds. Defined by its exotic and often difficult gameplay of exploring, solving enviromental puzzles, acrobatics and light combat. Hosted on Acast. See acast.com/privacy for more information.
A ground breaking 3rd person 3d action-adventure game that led the charge of the strong female protagonist in video games. Developed by Core Design and published by Eidos this series is still going strong 27 years later. The first 3 games in the series were Playstation 1 best sellers and would forever tie Sony to the Tomb Raider series in our minds. Defined by its exotic and often difficult gameplay of exploring, solving enviromental puzzles, acrobatics and light combat. Hosted on Acast. See acast.com/privacy for more information.
We're back with another stellar euro platformer, this time in the form of Wolfchild, developed by Core Design. Your father Kal Morrow, expert in genetic research and creation of human-animal hybrids, has been kidnapped and the rest of your family was brutally murdered by the terrorist organization CHIMERA. You take control of his surviving son Saul to exact revenge against CHIMERA and their leader Karl Draxx. Core Design is best known for their work on the first few Tomb Raider games, as well as other games like Rick Dangerous, Jaguar XJ220 and the Fighting Force series. Simon Phipps, one of the early members of core and a lead graphic designer on Wolfchild published a great article on his website which is where we gathered a lot of the information for this episode. He talks about the origin of the game, the inspiration for its design (Strider, Island of Dr. Moreau, etc) and some notes about animation and the various releases. Music this time around is handled by Martin Iveson on the original Amiga, Atari ST and later reimagined Mega CD version, with the Genesis, Game Gear and Master System covered by Pixelated Audio veteran Matt Furniss, and down porting duties from the Mega CD to SNES by Steve Collett. There's more good music than you can shake a stick at across the 7 different platforms and we hope you enjoy it! Track List: 0:00:00 Stage Select (Mega CD) 0:02:08 Title (Amiga) 0:10:11 Title (Atari ST) 0:15:33 Title (Genesis) 0:24:05 Wolfship (Amiga) 0:29:15 Wolfship (Genesis) 0:33:22 (excerpt) Wolfship (Mega CD) 0:33:48 (excerpt) Wolfship (SNES) 0:34:10 (Bedding) Wolfship (Mega CD) 0:35:23 Jungle (Amiga) 0:42:04 Jungle (Genesis) 0:47:23 Jungle (Mega CD) 0:54:36 Temple (Amiga) 0:59:03 Temple (Genesis) 1:02:19 Temple (SNES) 1:05:59 Stage 4 - Chimera Base (Genesis) 1:08:25 Final Stage - Chimera Base (Amiga) 1:12:41 Final Stage - Inner Core (Mega CD) 1:17:09 Ending (Game Gear) 1:19:23 Ending (Mega CD) 1:23:01 Ending (Amiga) Wolfchild Amiga, Atari ST (1992) Mega CD (1993) Composed by Martin Iveson Sega Genesis, Game Gear, Master System (1993) Re-arranged by Matt Furniss SNES (1993) Adapted from Mega CD by Steve Collett
In this episode we are joined by Benjamin van Giffen, Assistant Professor for Information Management and Head of Management at the AI Lab of the University St Gallen. Benjamin shares his insights on how design thinking for AI can leverage the intersection of AI strengths and user needs to tackle real-world challenges. But that's not all - we also dive into the challenges of putting AI into productive use and explore the important role that ChatGPT and similar technologies play in education and research. Tune in now to discover the fascinating world of AI and human-centered innovation!Curious about AI? Visit our Siemens AI Lab website!
We're joined by the wonderful Rolf Mohr to chat about his incredible career, starting at Core Design on games like Universe and Curse of Enchantia, working on the infamous abadoned Superman Lives movie, and classics like the Ratchet & Clank series. Please visit our amazing sponsors and help to support the show: Bitmap Books https://www.bitmapbooks.com/ Check out PCBWay at https://pcbway.com for all your PCB needs We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Upcoming events we'll be at: Kickstart UK: https://www.amigashow.com/ Pixel Heaven - Warsaw, Poland: https://pixelheavenfest.com/en/ Format - The Ultimate Gaming Social: https://bit.ly/4233upC Show notes: Sega Uranus: https://bit.ly/3yLk7J9 Rewind or Die: https://bit.ly/42iFZZM New N64 HDMI mod: https://bit.ly/3JgwuSk Spyro the Dragon on A1200 3D engine: https://bit.ly/40j7mkV XF eXtreme Formula: https://bit.ly/3ljx6i2
Ooga booga! Arggle brigagla's episode, reoccurring ooga arggle Paul bugga bugl bork borgle. Snarkus burg Core Design's earliest ooga, Chuck Rock! Bork borgle bruggle blug burg arggle? Booga arggle brigglel gurrrrggaa borgle? Bissglag gunga grug drabble! Follow Paul on his errands HERE, and more from him HERE! Support the show further and DRIP HARD @ the Redbubble store! Follow the show on Instagram Write in to the show! Mainquestpod@gmail.com
Chris and Ashley go spelunking this week in Tomb Raider, Core Design's 32-bit action platformer classic. We discuss Sega's attempt to make it big on the back of the game, the questionable objectification of Lara Croft, and the game's legacy. It's all go so give it a listen! Come join us on all the usual socials - follow, like, share, subscribe, rate, review and all that, if you please: Twitter YouTube Instagram Facebook Music for this episode is by Stevia Sphere from the album Cell Division. You can find that and many more great tunes on their Bandcamp here: https://steviasphere.bandcamp.com/
Remember: you can also always follow the show on Twitter @dotnetcoreshow, and the shows host on Twitter @podcasterJay or visit our Contact page. Welcome to season 5 of the award-winning .NET Core Podcast! Check that link for proof. Hello everyone and welcome to The .NET Core Podcast is a podcast where we reach into the core of the .NET technology stack and, with the help of the .NET community, present you with the information that you need in order to grok the many moving parts of one of the biggest cross-platform, multi-application frameworks on the planet. I am your host, Jamie "GaProgMan" Taylor. In this episode, I talked with Carl-Hugo Marcotte about the second edition of his book "An Atypical ASP.NET Core 6 Design Patterns Guide", some of the changes he made for the second edition, and some of his top advice to developers, regardless of where they are in their career. Along the way, we talk about the reason for writing automated tests, some top tips for refactoring, why Carl-Hugo makes a point to read chapters of technical books that cover knowledge he already has, and why I think it's a great idea to learn outside of your domain - I even share some examples of why. The full show notes, including links to some of the things we discussed and a full transcription of this episode, can be found at https://dotnetcore.show/episode-113-atypical-asp-net-core-design-patterns-with-carl-hugo-marcotte/ Useful Links from the episode: An Atypical ASP.NET Core 6 Design Patterns Guide - Second Edition Gang of Four Carl-Hugo on Twitter Carl-hugo's blog Remember to rate and review the show on Apple Podcasts, Podchaser, or wherever you find your podcasts, this will help the show's audience grow. Or you can just share the show with a friend. And don't forget to reach out via our Contact page. We're very interested in your opinions of the show, so please do get in touch. You can support the show by making a monthly donation on the show's Patreon page at: https://www.patreon.com/TheDotNetCorePodcast
DesignOps Island Discs is a live-recorded, interactive podcast, looking at what's coming up in the world of designops and design systems. For season three, we're focussing on the roles that make up designops and design systems, from content designers to leads to engineers to accessibility specialists to DPMs. For episode two, we welcome Arielle Benedek, one of the Product Managers on Encore, Spotify's design system, on what a product manager on a design system actually does, what the biggest challenges are, how we need to change what we do, and answers a whole bunch of interesting questions from the live audience.
DesignOps Island Discs is a live-recorded, interactive podcast, looking at what's coming up in the world of designops and design systems. For season three, we're focussing on the roles that make up designops and design systems, from content designers to leads to engineers to accessibility specialists to DPMs. For our first episode, we welcome Geri Reid, lead designer on Newskit, the News UK design system. We'll talk about what a lead designer does in the context of design systems, the challenges, what could change, and when you might think about hiring your first lead designer.
This week, we cover our last topic in our theme of The Designer Role where we talk about those valuable skills that sit outside the core product design skills. We explore how service, research and content design skills can either often be included in your responsibilities or be stand alone functions that you collaborate with. Follow us on Twitter @UX_Maturity and check out our website uxmaturitypodcast.com. New episode every Friday morning!
We chat to Core Design legend Peter Connelly who worked on classics like Tomb Raider 3, The Last Revelation and The Angel of Darkness to get a fascinating inside look. Please visit our amazing sponsors and help to support the show: Bitmap Books https://www.bitmapbooks.com/ Get 3 months of ExpressVPN for FREE: https://expressvpn.com/retro Thanks to our latest Patreon backers, in the Hall of Fame this week: Edwin van den Oosterkamp, Michael Nicholson We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Join us in Norway at Retro Messa on 20-21 August: https://retromessa.no/ Show notes: Original Xbox Live returns: https://bit.ly/3PQNHUd Pokedex cart: https://bit.ly/3PCjAQa Saturn Quake ported to PC: https://bit.ly/3PQNKiR Limewire is back: https://bit.ly/3PsuqIR Sega USB cyber stick: https://bit.ly/3PqDxtC
Nintendo, Sega, and Namco unite to save the arcade, Sony and Microsoft get sued over controllers & EverQuest goes premium These stories and many more on this episode of the VGNRTM This episode we will look back at the biggest stories in and around the video game industry in April 2002. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events. Woulter, aka Wiedo, is our cohost. You can find his awesome twitter feed here: https://twitter.com/wiedo Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com Links: Banter: 50 games die je gespeeld moet hebben – Ronald Meeus https://boeken.cafe/boek/50-games-die-je-gespeeld-moet-hebben-ronald-meeus/ 7 Minutes in Heaven: Tekken Advance Video Version - https://www.patreon.com/posts/67202835 https://www.mobygames.com/game/gameboy-advance/tekken-advance https://www.mobygames.com/game/gameboy-advance/ultimate-mortal-kombat-3 Corrections: March 2002 Ep - https://www.patreon.com/posts/65826648 https://www.mobygames.com/game/arcade/street-fighter-ii-the-world-warrior https://en.wikipedia.org/wiki/Xbox_(console)#Controllers https://en.wikipedia.org/wiki/Core_Design https://www.mobygames.com/game-group/graphics-engine-infinity-engine https://www.mobygames.com/game-group/deer-hunter-series https://en.wikipedia.org/wiki/Teton_Range https://youtu.be/VGJOQ3Mjr00 https://gamejolt.com/games/jetpak-dx-gameboy-color/138865 2002: Triforce gives arcades a glimmer of hope Edge 109 pg. 14 https://segaretro.org/Triforce 2001 best year ever for gaming https://archive.org/details/GDM_April_2002/page/n3/mode/1up https://en.wikipedia.org/wiki/The_Sims https://en.wikipedia.org/wiki/Grand_Theft_Auto_III Sony and Microsoft sued over controller patents https://en.wikipedia.org/wiki/Immersion_v._Sony http://edition.cnn.com/2002/TECH/fun.games/02/13/game.controller.suit.idg/index.html?related https://en.wikipedia.org/wiki/Immersion_Corporation https://www.mobygames.com/game/ps3/lair Miyamoto shows of Mario Sunshine in London Edge 109 pg. 10 https://www.mobygames.com/game/gamecube/super-mario-sunshine Sony launches Playstation BB Edge 109 pg. 16 https://en.wikipedia.org/wiki/PlayStation_Broadband_Navigator https://en.wikipedia.org/wiki/Essentials_(PlayStation) Eidos brings the Japanese weirdness to the West https://archive.org/details/GDM_April_2002/page/n3/mode/1up https://www.mobygames.com/game/ps2/mister-mosquito https://www.mobygames.com/game/mad-maestro https://www.mobygames.com/game/legaia-2-duel-saga Capcom debuts Steel Battalion controller Edge 109 pg. 21 https://www.mobygames.com/game/xbox/steel-battalion https://en.wikipedia.org/wiki/Steel_Battalion https://computerspielenacht.htwk-leipzig.de/computerspielenacht-start/ PC game boxes aren't dead yet https://archive.org/details/pcgames200204/page/n9/mode/1up Canucks are trying to bring games to Linux Edge 109 pg. 18 https://en.wikipedia.org/wiki/Findev#GameTree_Linux EverQuest wants to make you a Legend... https://archive.org/details/PC_Zone_114_April_2002/page/19/mode/1up https://everquest.allakhazam.com/story.html?story=662 https://www.giantbomb.com/marauders-mire/3035-4711/ Everquest devs leave Sony https://archive.org/details/PCPowerplay-072-2002-04/page/n17/mode/1up https://www.mobygames.com/company/sigil-games-online-inc Players sue Mythic over sale of MMO items https://archive.org/details/PCPowerplay-072-2002-04/page/n13/mode/1up https://archive.org/details/PCPowerplay-072-2002-04/page/n15/mode/1up https://www.mobygames.com/game/windows/dark-age-of-camelot https://www.mobygames.com/game/diablo-ii Games are becoming hot movie properties Edge 109 pg. 13 https://www.imdb.com/title/tt0120804/?ref_=fn_al_tt_2 https://www.imdb.com/title/tt0398913/?ref_=fn_al_tt_1 https://www.imdb.com/title/tt0411951/?ref_=fn_al_tt_2 G4 launches https://archive.org/details/game-pro-issue-163-april-2002 pg. 34 https://en.wikipedia.org/wiki/G4_(American_TV_network) Recommended Links: The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Playthrough Podcast: https://playthroughpod.com/ Retromags.com: https://www.retromags.com/ Sound Effects by Ethan Johnson of History of How We Play. Find out on the VGNRTM https://www.patreon.com/posts/67235902
Eidos und Core Design – das war die Gewinnerkombination, die ab der zweiten Hälfte der 90er einen Megahit nach dem anderen rauspumpte: „Tomb Raider“! „Tomb Raider 2“! „Tomb Raider 3“! Äh. „Tomb Raider 4“! Und,… Mehr
We're getting to the end of June 1993 (finally) and we're talking about two of the final four games. First up, we're talking about Where in the World is Carmen Sandiego, a topic we've discussed already back in our Where in Time is Carmen Sandiego episode. How does this port of the classic 80s piece of edutainment hold up to the already-released port of it's older sibling? We'll tell you. And then we discuss Wolfchild by Core Design. This is the second, and final, game from the company so we discuss their history just in case we didn't when we talked about Chuck Rock. We'll be frank, the games in June 93 aren't getting much better. But listen to the episode anyway. SteampunkLink has a little surprise for you if you listen all the way to the end. All this and we didn't even make any jokes about how this is episode 69. Cuz we're classier than that.
Lara Croft è molto più di un personaggio di un videogame. Sopravvivendo a cambi generazionali, culturali e sociali è ancora oggi un'icona riconosciuta e amata in molti ambiti. Vedendola oggi, è difficile pensare che le sue origini siano da rintracciare in una piccola cittadina nel centro dell'Inghilterra: scopriamo insieme la storia dello sviluppo di Tomb Raider, conoscendo da vicino la figura enigmatica di Toby Gard e i retroscena dei suoi anni in Core Design. Learn more about your ad choices. Visit megaphone.fm/adchoices
Michelle led the product growth team at South China Morning Post, a Hong Kong based news media company owned by Alibaba Group. Before that, she was the founder of Weava, an ed-tech productivity tool startup that allows users to highlight, organize, and create their own research documents all in one place. Before that, she did UX design at Amazon in Seattle, where she worked in the Core Design team focusing on Amazon's core shopping experience on web and mobile. She was also a venture fellow at True Ventures, a Silicon Valley-based venture capital firm focused on early stage technology startups. Show notes at: https://www.jeremyau.com/blog/michelle-chan You can find the community discussion for this episode at: https://club.jeremyau.com/c/podcasts/michelle-chan This episode is produced by Kyle Ong.
This episode features two interviews discussing two new print productions. First up is Daryl Baxter who has written the Making Of Tomb Raider book. This book covers the stories behind the making of the first two games by Core Design. The book features over 20 interviews with people who worked on the game and Daryl also shares other things we can expect from this labour of love. Secondly is an interview with the team of SEGA Powered. This new monthly print magazine has recently been funded on Kickstarter and is due for release in November. Paul who is also part of the project sits down to speak to the rest of the team and asks them to tell everyone what we can expect from the magazine. Dean Mortlock, Neil Randall and Marc Jowett share some of their experiences in the world of magazines as well as discuss a few of their favourite SEGA games. The Making Of Tomb Raider book can be found here: https://www.pen-and-sword.co.uk/The-Making-of-Tomb-Raider-Hardback/p/20165 And the Kickstarter for SEGA Powered can be found here, as we release this episode there is still a little time left to back: https://www.kickstarter.com/projects/segapoweredmagazine/sega-powered
As we near the actual anniversary of Lara's debut, I sat down with author Daryl Baxter who talks us through the creation of his 25-year celebration book: 'The Making of Tomb Raider', which features some exciting interviews covering the first two years of Croft adventures at Core Design! The book is out this October and can be preordered here: https://www.pen-and-sword.co.uk/The-Making-of-Tomb-Raider-Hardback/p/20165 Follow Daryl here: https://twitter.com/darylbaxter Follow along at: https://twitter.com/RaidercastPod https://twitter.com/chriscarpineti https://www.instagram.com/raidercast/ https://www.instagram.com/chriscarpineti Tshirts here: https://linktr.ee/raidercastmerch If you enjoy my videos, consider helping fund future projects! https://ko-fi.com/raidercast
Bitmap Books https://www.bitmapbooks.co.uk/ Start your language journey with 25% OFF any course at https://www.michelthomas.com use discount code RETRO at checkout As a listener of the show, you can get a case of craft beer from the USA on us! Just go to https://www.beer52.com/retro to claim yours We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Thanks to our amazing donators this week: Martin Meldrum, David Hearne Writer, Alistair Brugsch, WotNot, Mark Hillary Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Show notes: GTA remasters: https://bit.ly/3ss8Vx0 N64 that plays Switch games: https://bit.ly/3iZ95cg Castlevania bloodlines beta: https://bit.ly/2UvYYlN
Welcome to Raidercast In Partnership With @Tomb Raider! In this first collaboration episode, community manager Meagan Marie and myself chat with four members of Core Design behind The Angel of Darkness. For once, I'm actively encouraging everyone to check out the youtube video of this episode - feast your eyes on some never-before-seen things! Castle Kriegler and Cappadocia level renders, anyone? Special thanks goes to TRJTA/Bob and Terenete/Tina for helping reveal these environments. https://youtu.be/qEf6cYNdOn0 Follow along behind the scenes: https://twitter.com/Raidercastpod https://twitter.com/MeaganMarie https://twitter.com/terenete https://twitter.com/TRJTA Visit Murti's archive for development documents from AOD and AOD II. https://www.murtischofield.com/
Quizmasters Lee and Marc are joined by Kyle Anne to ask, suss and answer a general knowledge quiz with topics including Technology, Film Criticism, Debut Roles, Prime Time Cartoons, Baked Treats, Cooking, Famous Characters, Basketball, French Language, Rock Formations, Classic Television, Modern Art, Business, Comic Strips, True Crime, World Records and more! Round One TECHNOLOGY - The home market-oriented 8mm and Super 8 formats were developed by what company? FILM CRITICISM - Named after the comics writer and artist who first defined it, which test checks for if a movie features at least one scene having two female characters talking about something other than a man? DEBUT ROLES - Which actor and comedian worked as a beautician in his sisters salon and was planning to go to cosmetology school to become a makeup artist before landing a role in the off-broadway production of One Flew Over The Cuckoo's Nest, a role he reprised in the 1975 movie? PRIME TIME CARTOONS - In which fictional city does King of the Hill take place? BAKED TREATS - What greek savory spinach and feta pie is encased with phyllo pastry on the base and top? COOKING - Eye of Newt is an outdated term for what popular ingredient used by alchemist and herbalists of the past and is still used today in modern cooking? Missed Corrections 159 - Background on the Gros Michel/Cavendish from Adam, and Adam, Elyse and Mike C. wrote in to correct Lee on “perineum” which he called the parabellum. Round Two FAMOUS CHARACTERS - What famous British protagonist was previously conceived by video game developers Core Design to have South American origins? BASKETBALL - What are the five traditional positions in basketball? FRENCH LANGUAGE - Matelotage is a french term to describe what legal practice during sailors and pirates during the 17th and 18th Century? ROCK FORMATIONS - Uluru, the world's largest monolithic rock formation, can be found on which continent? CLASSIC TELEVISION - What was the last name of Alice, the housekeeper in The Brady Bunch? MODERN ART - The Seiko was a functional art piece created during the Italian modernist movement by three Italian designers in 1968, was featured in museums such as the MoMA and the Guggenheim, but is best known as what popular household object that is still used today? Rate My Question BUSINESS - Proving he didn't need to kidnap the princess to get ahead, what is the surname of the man who succeeded Nintendo of America President Reggie Fils-Amié, in 2019? - submitted by Tim Gomez Final Questions COMIC STRIPS - Which iconic comic strip character has separate and unrelated American and Scottish Versions, despite sharing the name, coincidentally debuting on the same day in March 1951 (the American version of which spawned both live action and animated tv shows as well as several feature films)? TRUE CRIME - Father and son Don and Dan Nichols were dubbed The Mountain Men by news organizations after abducting athlete Kary Swinson who was famous in what then soon-to-be Winter Olympic sport? WORLD RECORDS - Ashrita Furman is best known for holding what prolific record (for which he was first in 1987 and maintains to this day)? Upcoming LIVE Know Nonsense Trivia Challenges July 26th, 2021 - Know Nonsense Trivia MEGAQUIZ on Twitch - 8:00 pm EDT July 28th, 2021 - Know Nonsense Trivia Challenge - Point Ybel Brewing Co. - 7:30 pm EDT July 29nd, 2021 - Know Nonsense Trivia Challenge - Ollies Pub Records and Beer - 7:30 pm EDT You can find out more information about that and all of our live events online at KnowNonsenseTrivia.com All of the Know Nonsense events are free to play and you can win prizes after every round. Thank you Thanks to our supporters on Patreon. Thank you, Quizdaddies – Tommy (The Electric Mud) and Tim (Pat's Garden Service) Thank you, Team Captains – Skyler, Dylan, Shaun, Lydia, Gil, David, Aaron, Kristen & Fletcher Thank you, Proverbial Lightkeepers – Moo, Tim, Nabeel, Patrick, Jon, Adam, Ryan, Mollie, Lisa, Alex, Spencer, Kaitlynn, Manu, Mo, Matthew, Luc, Hank, Justin, Cooper, Elyse, Sarah, Karly, Kristopher, Josh, Lucas Thank you, Rumplesnailtskins – Hbomb, Alex, Doug, Kevin and Sara, Tiffany, Allison, Paige, We Do Stuff, Mike S., Kenya, Jeff, Eric, Steven, Efren, Mike J., Mike C. If you'd like to support the podcast and gain access to bonus content, please visit http://theknowno.com and click "Support." Special Guest: Kyle Anne.
Switchblade was Simon Phipps' first game for Core Design. Was the Amiga port an improvement over the ST original? All this plus the latest Buffee and PiStorm news on this episode of Amigos: Everything Amiga!
Switchblade was Simon Phipps' first game for Core Design. Was the Amiga port an improvement over the ST original? All this plus the latest Buffee and PiStorm news on this episode of Amigos: Everything Amiga!
The Strong Museum of Play's digital games curator Andrew Borman describes his deep passion for uncovering and preserving cancelled, unreleased, and prototype games. This is so much more than a vocation for him, and here you get to hear all the stories and insights he shared with me when I interviewed him for the season 4 finale, The Ghosts of Games That Never Were. Highlights include the stories behind cancelled Halo and Elder Scrolls games, an unreleased version of Until Dawn, an early version of Resident Evil 2, and some in-depth discussion about the significance of finding and sharing these stories. We also talk a bit about Andrew's work at The Strong and the amazing power and value of institutional backing in games preservation. Interview conducted January 14th, 2021. Links (many of these go to YouTube): I can't find a surviving archive of Andrew's Resident Evil 1.5 post, but https://www.eurogamer.net/articles/2019-03-08-raiders-of-resident-evil-1-5 (here's a great Eurogamer article) about the game and the community quest to preserve it https://www.museumofplay.org/ (The Strong Museum of Play) https://www.museumofplay.org/research-publications/research-fellowships (Research fellowships at The Strong) https://www.tomb-of-ash.com/trae-indy-build/ (This page on The Tomb of Ash) has info, screenshots, and download links for Core Design's cancelled Tomb Raider 10th Anniversary Edition http://lifeandtimes.games/episodes/files/31.html (Episode 31 of this show) also included a segment on said 10th Anniversary Edition https://www.worldvideogamehalloffame.org/games/tomb-raider (Tomb Raider's video game hall of fame entry) Andrew has multiple videos on the Haggar Xbox demo build for a Halo Mega Bloks game. https://www.youtube.com/watch?v=oBlne2pXpVo (Here's the most recent one). And https://www.youtube.com/watch?v=VZB8d11d9go (here's the first one). https://www.youtube.com/watch?v=HhrqSGBGNic (A video Andrew made) about the Sonic Extreme skateboarding/hoverboarding game that turned into the Sonic Extreme we actually got https://www.youtube.com/watch?v=AXGdF7IM4tg (Elder Scrolls Oblivion cancelled PSP game) Andrew's https://www.youtube.com/watch?v=zYE5dA5pE3w (Star Wars Battlefront 3 unseen PC footage video) Andrew's video on https://www.youtube.com/watch?v=ppmjf8rAOyg (Until Dawn's unreleased PS3 version) VICE Gaming/Waypoint has https://www.vice.com/en/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history (an excellent Halo 1 oral history) Manse was mentioned four times in https://macintoshgarden.org/games/ambrosia-times (Ambrosia Software's newsletter) before its quiet cancellation Here's https://en.wikipedia.org/wiki/The_Adventures_of_Captain_Comic (the Wikipedia page on Captain Comic) Andrew's https://web.archive.org/web/20140908045757/http://ptoponline.com/?p=788 (Stargate SG1: The Alliance hub page) from his old website has both articles and videos https://www.museumofplay.org/exhibits/women-in-games (Women in Games exhibit at The Strong) Andrew Borman is https://twitter.com/borman18 (@borman18 on Twitter) I am https://twitter.com/MossRC (@MossRC) and https://twitter.com/LifeandTimesVG (@LifeandTimesVG) on Twitter Thank you to my Patreon supporters for making this episode possible — especially my producer-level backers Carey Clanton, Joel Webber, Scott Grant, Rob Eberhardt, Simon Moss, Seth Robinson, Wade Tregaskis, and Vivek Mohan. To support my work, so that I can uncover more untold stories from video game history, you can make a donation via https://paypal.me/mossrc (paypal.me/mossrc) or subscribe to https://www.patreon.com/lifeandtimesofvideogames (my Patreon). (I also accept http://lifeandtimes.games/commission/ (commissions) and the like over email or https://ko-fi.com/mossrc (Ko-Fi), if you're after something specific.)
Welcome to Dev Game Club, where this week we begin a new series on Prince of Persia: The Sands of Time. We set the game in its time and studio, and then speak a fair amount about its holistic approach to design, its fluidity, and its contextualization of game mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to defeating Demon Dad Issues covered: 2003 with lots of sequels and licenses, when you launch a new IP, a strange sort of gap year, the prior incarnation of the game, emulating Tomb Raider and feeling heavy, buliding one you can learn with, burning Jordan Mechner, UbiSoft becoming a bigger player, the continuation of the series into the next generation, maintaining IP rights, rebooting with your own flavor of a thing, partnering with Nintendo, branching out with outside the box thinking, UbiSoft model of layering in content, supporting four engines internally, the Jade engine, the feeling of flying, feeling like a hero, perfecting and polishing a mechanic and getting the credit, melding multiple things together very well, using the linearity to contextually drive movement and camera, setting it in a place, the formula being copied for many years, "motion capture," rotoscoping in the original, moving from mark-up to mark-up fluidly due to blending, using transition points to drive the camera, shipping programmer art, orientalism, a holistic translation to 3D, contextualization of mechanics, basing the mechanics upon the narrative elements, avoiding cognitive load through holism, ludonarrative dissonance, writing getting out ahead of mechanics, switching discs. Games, people, and influences mentioned or discussed: Max Payne 2, Jak 2, Ratchet & Clank 2, Final Fantasy X-2, SoulCalibur 2, PlayStation 2, Devil May Cry (series), Indiana Jones and the Emperor's Tomb, Splinter Cell, Tomb Raider Angel of Darkness, CORE Design, Warcraft III: The Frozen Throne, EverQuest, EVE Online, Call of Duty, Knights of the Old Republic, Mario Kart Double Dash, Beyond Good & Evil, Legend of Zelda (series), Michel Ancel, Jedi Academy, Uru: Ages Beyond MYST, SWAT, The Hobbit, Charlie's Angels, Pirates of the Caribbean, Enter the Matrix, Hulk, Ang Lee, True Crime: Streets of LA, XIII, Red Orb, Broderbund, Jordan Mechner, UbiSoft, Rainbow Six, Tom Clancy, The Learning Company, SSI, Rayman (series), Assassin's Creed (series), Patrice Desilets, Clint Hocking, Baldur's Gate, BioWare, Dragon Age, Nintendo, Immortals: Fenyx Rising, Wii, Far Cry (series), Watch Dogs (series), EA, God of War, Gears of War, Kill.Switch, Mario 64, Tomb Raider, Spyro, Crash Bandicoot, Crystal Dynamics, House of Moves, Obi-Wan, Remi Lacoste, The Initiative, Daryl Gallagher, Perfect Dark, Starfighter (series), John Webb, Pillars of Eternity, Secret of Evermore, SNES, Icewind Dale, Planescape: Torment, Uncharted (series), Raiders of the Lost Ark, Eric Fox, Grim Fandango, Knives Out, Mission: Impossible. Links: How It's Made Next time: Up to the Drawbridge Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to 2021 - the year of Tomb Raider's 25th anniversary! Returning special guest Jenni Milward brings her storytelling expertise to the news that the next installment of Tomb Raider will "unify the Core Design and Crystal Dynamics timelines". Is it even possible? Follow Jenni at: twitter.com/jrmilward Check out her incredible Angel of Darkness audio book: https://www.youtube.com/watch?v=OapWNeahUz8&list=PLjlEmS9LVAHRVa9jt_-T3ZesbhR4DC51x&ab_channel=JenniferMilward -------- Check out some TR-tees! http://www.linktr.ee/raidercastmerch Follow along at: http://twitter.com/raidercastpod http://twitter.com/illucifer http://instagram.com/raidercast http://instagram.com/illucifer --------- Almost in F - Tranquillity by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 licence. https://creativecommons.org/licenses/by/4.0/ Source: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100394 Artist: http://incompetech.com/
What about the games that never make it to market? Do they have stories worth telling, or lessons worth learning? These are the ghosts of games that never were. With help from https://gamehistory.org/ (The Video Game History Foundation)'s Frank Cifaldi, https://www.museumofplay.org/ (The Strong Museum of Play)'s Andrew Borman, https://www.gamesthatwerent.com/ (Games That Weren't) author/curator Frank Gasking, https://tomb-of-ash.com/ (Tomb Raider superfan) Ash Kaprielov, and a couple of old developer interviews, I round out season four by looking at the life and death (and afterlife) of Half-Life for Mac, Desert Bus, https://www.terrygreer.com/citizens.html (Citizens), and Core Design's Tomb Raider: 10th Anniversary Edition — along with the strange fascination we have with games that didn't get published. LINKS https://www.youtube.com/user/ptoponline/ (PtoPOnline YouTube channel) https://www.tomb-of-ash.com/trae-indy-build/ (Tomb of Ash page) about Core Design's cancelled Tomb Raider: 10th Anniversary Edition (with instructions on how to play it) https://www.tomb-of-ash.com/playing-the-cancelled-tomb-raider-10th-anniversary-edition-feat-shelley-blond/ (Ash's highlights video) from his Twitch livestream (and https://www.twitch.tv/tomb_of_ash (his Twitch channel)) https://www.bitmapbooks.co.uk/products/the-games-that-werent (The Games That Weren't book) https://desertbus.org/ (Desert Bus for Hope) http://gamehistory.org/blog (The Video Game History Foundation blog) (which includes stories of a few cancelled games as well as https://gamehistory.org/segavr/ (a cancelled Sega VR headset)) https://lifeandtimes.games/episodes/files/7 (Episode 7 - The Tomb Raider Grid) Thank you to my patreon supporters for making this episode possible — especially my producer-level backers Chaun Huff, Carey Clanton, Rob Eberhardt, Simon Moss, Seth Robinson, Scott Grant, Vivek Mohan, and Wade Tregaskis. To support my work, so that I can uncover more untold stories from video game history, you can make a donation via https://paypal.me/mossrc (paypal.me/mossrc) or subscribe to https://www.patreon.com/lifeandtimesofvideogames (my Patreon). (I also accept http://127.0.0.1:52329/commission/ (commissions) and the like over email, if you're after something specific or just don't want to deal through those platforms.) Thank you also to my sponsor, Richard Bannister, for his support. You can check out his modern reimaginings of classic arcade games at http://retrogamesformac.com/ (retrogamesformac.com).
Big Week in Gaming - Australian PS5, Xbox and Nintendo Switch Podcast
With a heap of cool stories dropping, it's been another Big Week in Gaming for 10 Jan 2021. This week we give our impressions of the Monster Hunter Rise demo and chat about Bloomberg's fantastic OG Xbox launch history article, Minecraft Earth shutting down, a playable lost Tomb Raider remake prototype, Nintendo buying Next Level Games - and Microsoft forcing indie publisher Xitilion to revert it's shady achievement tactics.We also continue our deep dive retrospective into the Donkey Kong Country series with the third entry on the SNES - Donkey Kong Country 3: Dixie Kong's Double Trouble.So... can you smell what the Bigwig crew are cooking?The Monster Hunter Rise demo and digital eventNieR Automata's crazy final secret found via reverse engineeringAnd our retrospective deep dive into Donkey Kong Country 3Timecodes(00:00:00) Intro (00:29:31) Monster Hunter Rise - Digital Event & Demo Impressions (00:43:34) What's Happening With Monster Hunter Rise Amiibo In Australia? (00:49:19) Nintendo Buys Luigi's Mansion Dev - Next Level Games (00:54:55) History of the Xbox Launch - Big Names Interviewed (01:22:06) NieR Automata's Final Secret Uncovered By Reverse Engineering (01:31:18) Core Design's Cancelled Tomb Raider Remake Now Playable (01:37:05) Minecraft Earth Is Shutting Down (01:47:10) Microsoft Forces Xitilion To Revert Easy Achievements (02:15:09) Bargain Bin w/c Sun 10 Jan 2021 (02:23:05) Retrospective: Donkey Kong Country 3 Review (03:17:52) Outro See acast.com/privacy for privacy and opt-out information.
Con el mismo respeto que nos acercaríamos al Necronomicón, abro hoy el primer volumen de este episodio basado en la magia, la ceremonia y el misterio que envuelven a los ritos, mitos y leyendas del grimorio popular. Entra dentro del círculo de sal que he creado especialmente para este podcast y estárás a salvo de cualquier influencia maliciosa durante su escucha. Libro: Audio Relato «Hasta que cante el gallo» de Joseba Bajo https://www.ivoox.com/ep-11-hasta-cante-gallo-audios-mp3_rf_49805652_1.html Peli: La Cabaña del Bosque de Drew Goddard Serie: Penny Dreadful de John Logan y Sam Mendes Tema musical: Masked Ball de Jocelyn Pook https://open.spotify.com/track/2P9g8PWaeRkyAzvjfIEEKU Confesionario Digital: Joseba Bajo https://www.ivoox.com/podcast-teatro-robotico-misterio_sq_f1634407_1.html Vídeo Juego: Tomb Raider 1996 de Core Design y EIDOS Herramienta Digital: Whereby https://whereby.com/ Profesional Digital Recomendado: Pedro Rojas https://www.instagram.com/seniormanager/ Escucha el episodio completo en https://www.seomental.com/episodio-28-ritos-mitos-y-leyendas-vol-1 Escucha el episodio completo en la app de iVoox, o descubre todo el catálogo de iVoox Originals
Apple introduces its next gen system Acclaim powers up its team and Nintendo wants a piece of the Harry Potter pie These stories and many more on this month's episode of the Video Game Newsroom Time Machine This month we will look back at the biggest stories in and around the video game industry in May of 1980, 1990, 2000. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events.. Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or videogamenewsroomtimemachine@gmail.com And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/user?u=7594060 1980: Coleco reports record first quarter profits Toy & Hobby World, May 1980 Mattel reports a 22% increase in net sales Playthings, May 1980 French planning to launch terminals https://www.nytimes.com/1980/05/26/archives/french-back-phone-computers-new-terminals-scheduled-for-popular-use.html?searchResultPosition=11 https://en.wikipedia.org/wiki/Minitel https://www.youtube.com/watch?v=HOhK9bgQo8g My apologies, I said it was the Nostalgia Nerd who did this history of the Minitel but it was RetroManCave. Pizza Time Theatre sues Topeka Inn Management Inc Replay May 1980, pg. 10 https://books.google.de/books?id=7-WcKK01H1cC&pg=PA134&lpg=PA134&dq=pizza+time+theatre+sues+topeka+inn&source=bl&ots=4IS3fHWgGj&sig=ACfU3U3PK974svmkbhZnXY8q-IHsxPu5uA&hl=de&sa=X&ved=2ahUKEwihg4zV-MfoAhXQ5KQKHfvxDNQQ6AEwAHoECAwQLw#v=onepage&q=pizza%20time%20theatre%20sues%20topeka%20inn&f=false Midway warns against copying Galaxian Replay May 1980, pg. 35 http://patentarcade.com/2015/12/1982-case-midway-mfg-co-v-bandai.html https://scholarship.law.upenn.edu/cgi/viewcontent.cgi?article=4669&context=penn_law_review Mego's Time Out series to be shown at CES Toy & Hobby World, May 1980 http://www.intheattic.co.uk/time-out.htm https://patents.google.com/patent/US4687200 Apple debuts Apple III https://www.nytimes.com/1980/05/08/archives/new-breed-emerges-in-home-computers-who-makes-them-a-new-breed-of.html?searchResultPosition=4 https://en.wikipedia.org/wiki/Apple_III Avalon Hill enters the computer game market Toy & Hobby World, May 1980 https://www.mobygames.com/company/microcomputer-games-inc Katie goes into the computer https://archive.org/details/Katie_and_the_Computer_1979_Creative_Computing_Press/page/n43/mode/2up https://archive.org/details/CreativeComputingbetterScan198005/page/n46/mode/1up 1990: Core Design becomes its own publisher https://archive.org/details/theone-magazine-20/page/n9/mode/1up https://www.mobygames.com/browse/games/core-design-ltd/offset,50/so,1d/list-games/ https://www.mobygames.com/developer/sheet/view/developerId,19669/ Don Bluth to produce its own games https://archive.org/details/theone-magazine-20/page/n7/mode/1up https://www.mobygames.com/company/sullivan-bluth-interactive-media-inc https://www.facebook.com/donbluthfilms/photos/a.538790976189206/1160072624061035/?type=3&theater http://www.dragons-lair-project.com/games/related/prototype/cinematronics.asp Data East makes Joe Keenan their new president Play Meter May 1990, pg. 3 Acclaim triples previous years revenue Plaything May 1990, pg. 13 Acclaim cuts deal with Williams Play Meter May 1990, pg. 3 https://www.nytimes.com/1994/04/08/business/company-news-acclaim-entertainment-deal-for-comics-publisher-near.html Acclaim builds a power team https://archive.org/details/Video_Games_Computer_Entertainment_Issue_16_May_1990 pg. 18 https://www.youtube.com/watch?v=kDbD0216NaU https://en.wikipedia.org/wiki/The_Power_Team_(TV_series) F-15 Strike Eagle is heading to arcades https://archive.org/details/computer-video-games-magazine-102/page/n91/mode/2up https://www.mobygames.com/game/arcade/f-15-strike-eagle_ https://videogamenewsroomtimemachine.libsyn.com/wild-bill-stealey-interview https://www.microprose.com/news/ Arcade vs. Home: The debate heats up Play Meter May 1990, pg. 34 https://www.computerspielemuseum.de/ TG16 gets a price cut https://archive.org/details/Video_Games_Computer_Entertainment_Issue_16_May_1990 pg. 22 PC Engine is finally coming to the UK https://archive.org/details/ACEIssue32May90/page/n6/mode/1up https://en.wikipedia.org/wiki/TurboGrafx-16 https://www.investopedia.com/ask/answers/08/george-soros-bank-of-england.asp Atari's Panther is waiting in the wings https://archive.org/details/ACEIssue32May90/page/n93/mode/1up https://en.wikipedia.org/wiki/Atari_Panther#cite_note-theone-2 Sega lines up computer games for the Genesis https://archive.org/details/Video_Games_Computer_Entertainment_Issue_16_May_1990 pg. 22 https://videogamenewsroomtimemachine.libsyn.com/michael-katz-interview-part-2 Electronic Arts becomes an NES licensee https://archive.org/details/Computer_Gaming_World_Issue_71/page/n49/mode/1up https://www.mobygames.com/browse/games/nes/electronic-arts-inc/ https://www.mobygames.com/game/nes/caveman-ugh-lympics Mindscape becomes first third party publisher of NES titles in Europe https://archive.org/details/computer-video-games-magazine-102/page/n9/mode/1up https://en.wikipedia.org/wiki/Mindscape_(company) Sierra buys Dynamix https://archive.org/details/Computer_Gaming_World_Issue_71/page/n49/mode/1up https://en.wikipedia.org/wiki/Dynamix Ultima VI will not be coming to the Apple II https://archive.org/details/Computer_Gaming_World_Issue_71/page/n51/mode/1up https://www.mobygames.com/game/dos/ultima-vii-the-black-gate https://www.mobygames.com/game/ultima-vi-the-false-prophet C-Cube is making digital video affordable Replay May 1990, pg. 176 https://en.wikipedia.org/wiki/C-Cube https://books.google.de/books?id=117mBwAAQBAJ&pg=PA331&lpg=PA331&dq=%22CL4000%22+MPEG+II+encoder&source=bl&ots=HdCCZU_Edl&sig=ACfU3U3W3W8ySDjwJy_a1NT4YswCZi5b6g&hl=en&sa=X&ved=2ahUKEwiY49ufze3oAhUE3KQKHVN8CfUQ6AEwBnoECAsQPA#v=onepage&q=%22CL4000%22%20MPEG%20II%20encoder&f=false Titus has won the right to make a Dick Tracy game... and we've all lost. https://archive.org/details/CommodoreUserIssue801990May/page/n7/mode/1up https://www.mobygames.com/game-group/dick-tracy-licensees 2000: Dreamcast peripherals proliferate https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20130%20%28May%202000%29#page/n34/mode/1up https://en.wikipedia.org/wiki/Dreameye https://web.archive.org/web/20070311083135/http://uk.dreamcast.ign.com/articles/076/076137p1.html https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20130%20%28May%202000%29#page/n43/mode/1up https://segaretro.org/Swatch_Access_for_Dreamcast Sega forecasts a loss of over $400 million https://www.retromags.com/files/file/3957-gamepro-issue-140-may-2000/ pg. 34 https://web.archive.org/web/20070925210504/http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf pg. 10 Sega.com is gonna give you a Dreamcast for free! https://archive.org/details/NextGen65May2000/page/n25/mode/1up https://en.wikipedia.org/wiki/SegaNet https://www.gamespot.com/articles/free-dreamcast-for-segas-new-isp/1100-2542096/ Indrema has a dream... https://archive.org/details/PC-Player-German-Magazine-2000-05/page/n18/mode/1up https://en.wikipedia.org/wiki/Indrema https://en.wikipedia.org/wiki/John_Gildred Nintendo vies for Harry Potter rights https://www.unseen64.net/2015/02/09/nintendo-harry-potter-games-pitch/ https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20130%20%28May%202000%29#page/n43/mode/1up https://www.youtube.com/watch?v=1AXq2E_X67g Daikatana releases! https://archive.org/details/NextGen65May2000/page/n22/mode/1up https://www.mobygames.com/game/john-romeros-daikatana/release-info The Sims have arrived https://archive.org/details/Computer_Gaming_World_Issue_190/page/n65/mode/1up https://en.wikipedia.org/wiki/The_Sims Triforge takes to the web https://archive.org/details/NextGen65May2000/page/n18/mode/1up https://en.wikipedia.org/wiki/ArenaNet Fiendish games revives the budget title https://archive.org/details/NextGen65May2000/page/n22/mode/1up https://www.mobygames.com/company/criterion-software-ltd https://www.mobygames.com/company/fiendish-games-ltd AMD launches the first 1 GHz chip https://archive.org/details/NextGen65May2000/page/n21/mode/1up https://www.zdnet.com/article/its-official-amd-hits-1000mhz-first-5000096067/ Napster gets competition https://archive.org/details/PC-Player-German-Magazine-2000-05/page/n18/mode/1up https://en.wikipedia.org/wiki/Gnutella Babylon 5 finally dead https://archive.org/details/PC_Zone_Issue_089_2000-05_Dennis_Publishing_GB/page/n30/mode/1up Recommended Links: Gaming Alexandria: https://www.gamingalexandria.com/wp/ They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Retro Asylum: http://retroasylum.com/category/all-posts/ Retro Game Squad: http://retrogamesquad.libsyn.com/ Sound Effects by Ethan of History of How We Play.
Atjazz: http://atjazz.co.uk/Please visit our amazing sponsors:Get 3 months of ExpressVPN for FREE: https://expressvpn.com/retroGet 5 issues of Retro Gamer for just £5 (normally £25!)Just visit myfavouritemagazines.co.uk/spring209We need your help to ensure the future of the podcast, if you'd like to donate to our 'build a studio' fund:https://theretrohour.com/support/ https://www.patreon.com/retrohourGet your Retro Hour merchandise: https://bit.ly/33OWBKdThanks to our amazing donators this week: Graham Lacey, John Taylor, Adam Hinde, Bob Bazley, James Walker Join our Discord channel: https://discord.gg/GQw8qp8Website: http://theretrohour.comFacebook: https://www.facebook.com/theretrohour/Twitter: https://twitter.com/retrohourukInstagram: https://www.instagram.com/retrohouruk/Show notes:Streets of Rage 4 retro art: https://bit.ly/3eIDBml NES Games into VR: https://bit.ly/2VxY7yI Wii sports resurgance: https://bit.ly/2VuT7ux Dragon's Lair movie: https://bit.ly/3bAKCnl Fixing the Sega Pluto prototype: https://youtu.be/CeGoYHx_k90 Remaking Sonic '06: https://youtu.be/XHelsVYXp8Y Retro Picks: Dan: Kitsune's Curse: https://bit.ly/2Kwcj4V Joe: Castlevania Anniversary Collection: https://bit.ly/2KqugSt Ravi: Revision 2020: https://bit.ly/2S4i5yN
Hit play for the podcast interview below. MGIF is also available on iTunes or with whatever podcast software you use. Just search for "Making Games Is Fun" and hit subscribe. This episode of Making Games Is Fun is with Jim Unwin.Jim is a game artist and a UI/UX developer currently working at Glowmade, an indie dev studio based in Guildford.Jim has worked in the industry for many years, being involved with Core Design back in the day. He has also worked at Lionhead, Kuju, Media Molecule and Sony, amongst others.I sat down with Jim in Loading Bar Brighton to discuss his early gaming memories, the story of his career so far, how being a headstrong, arrogant young man taught him a few important life lessons, his involvement with the swell in popularity of videogames around the Playstation 1 era, and his hopes for the future. Jim is lovely and an industry veteran, so it was great to get insight and stories from his life to paint a picture of an industry that has grown large, but still needs to grow up somewhat. You can follow Jim @jim_unwinThanks for listening. If you’re new to the series, take a look at our Patreon to find out what I’m all about, why I love doing this and how you can help. Just go to patreon.com/MGIF. The smallest contribution makes the biggest difference when everyone pitches in, so if you have two dollars you won’t miss every month, head on over to the patreon and support this ongoing document of the industry. Thanks!
To coincide with Martins 4 hour guest set for Mucho Soul at the final Soul On The Canal Side of 2019 here's a very special Mucho Soul Atjazz respin for you! Recorded back in 2013 for the launch of the R2 release 'More Than A Remix', Alan and Ket sat down in the studio for an in-depth chat with one of their favourite producers and DJs Martin Atjazz! It's a fascinating journey that tracks Martin's career from it's very beginnings as a young computer enthusiast through writing big orchestral scores for major games such as Tomb Raider during his time at Core Design. They also discuss Martins early dance and club days producing music during the trip-hop and nu-jazz period, his rising career and popularity in South Africa and his current status as one of the UK's leading, in-demand re-mixers, producers and DJ's on the electronic, soulful, Afro and deep house scene today. The music featured is a trip in itself! Strap yourself in as Al and Ket present another of their popular interview specials... Mucho Soul in Conversation with Martin Atjazz! Tracklisting 1. Little Big Bee - Searchin (Atjazz Remix) (Naked Music 1999)* 2. Harold Faltermyer - Axel F (M&M Mix) (MCA 1984) 3. Paul Hardcastle - Rain Forest (Bluebird 1984) 4. Martin Iveson/Peter Connelly/London Symphony Orchestra - Tomb Raider Angel Of Darkness Theme (Core Design 2002) 5. John Frizzell - Alien Resurrection Main Theme (RCA 1997) 6. Martin Iveson/Peter Connelly/London Symphony Orchestra - Karel (From Tomb Raider Angel Of Darkness) (Core Design 2002) 7. Atjazz - Wind and Sea (Diversions 1999) 8. Version - Nothing Can Be Nice (Atjazz Dub) (R2 Records 2013)* 9. Atjazz Ft. Ernesto - Put It On (Osunlade Mix) (Mantis Recordings 2006) 10. Atjazz & Julian Gomes - Overshadowed (Atjazz Galaxy Aart Dub) (Atjazz Record Co 2012)* 11. Atjazz Ft. Clara Hill - Sense Of Life (QB's Hot Mix) (Atjazz Record Co 2012) 12. Chez Damier and Ron Trent - Morning Factory (Prescription 1995) 13. James Dexter - Forward (Large 2013) 14. Musaria - Moment (Atjazz Remix) (Atjazz Record Co 2011)* 15. Mi Casa - La Vida (Atjazz Remix) (Soul Candi 2012) 16. Bob Sinclar - The Ghetto (Atjazz Remix) (Yellow Productions 1998)* 17. Jazzanova - Dance the Dance (Atjazz Remix) (Sonar Kollektiv 2004)* 18. Maddslinky Ft. Omar - Special (Atjazz Love Soul Remix) (Tru Thoughts 2010)* 19. Leon Ware - On The Beach (Atjazz Love Soul Remix) (Expansions 2011)* 20. Monday Michiru - Epiphany (Atjazz Remix)* 21. At One Ft. Wyoma - African Healing Dance (Atjazz Remix)* 22. Boddhi Satva - Who Am I (Atjazz Love Soul Remix)* 23. Bossruu Ft. Afrotraction - Ngawe (Atjazz Love Soul Remix)* 24. The Layabouts Ft. Shea Soul - Perfectly (Atjazz Astro Remix) 25. kings Of Tomorrow Ft. April - Take Me Back (Atjazz Afrotech Remix) 26. Shea Soul - Where Did You Go (Atjazz Floor Dub) * All available on the 3 x CD Package 'Atjazz - More Than A remix' (R2 Records): http://www.amazon.co.uk/MORE-THAN-A-REMIX-Atjazz/dp/B00CKY0K5Y
Addison Snell and Tiffany Trader analyze the bankruptcies of ClusterVision and Transtec, plus ARM's newly-announced 128-core N1 design.
In this episode Chris Worthington, Steve Erickson and Matt Wilsher delve into Core Designs and some of their games, without hardly mentioning Tomb Raider. A massive thanks to Simon Phipps for allowing us to use his awesome Rick Dangerous artwork. If you would like to purchase a poster print of this lovely art, please visit the store over at www.simonphipps.com
Completamos una tríada involuntaria de platformers con una rareza británica de controles horribles y level design traicionero. Es 1990 y Core Design (pre-Tomb Raider) se da el gusto de hacer un juego choreando lo que pinte.
Nate and Sebastian are joined by Lucy and Kari to discuss TOMB RAIDER, Eidos and Core Design's 1996 game of sexy grave robbing. We discuss problematic heroines designed to appeal to 17-year-old boys, the uncomfortably imperialist premise of raiding tombs in general, and why people should be nice to wolves. Kari longs for an archaeologist girls can look up to, Lucy shudders over gratuitous death animations, and Nate reveals the secret services provided by local business "BuzzZinga Vapors."
Retrouvez le conducteur et toutes les infos sur lacazretro.fr
Hello, and welcome to a special bonus episode of Dev Game Club, where we talk about the most recent Tomb Raider release, Shadow of the Tomb Raider, talking a little bit about where the reboots came from and the thinking that went into them as well as some of the structural differences between the two. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some of the first few hours Podcast breakdown: 0:45 Shadow of the Tomb Raider 42:18 Break 42:50 Feedback Issues covered: considering the original reboot, discussing the Crystal Dynamics era generally, updating for the modern era, avoiding predictability, exploring character rather than superheroics, reconsidering the world structure, adding side activities for the player, tonal shift, survival action rather than survival horror, not seeing how the character will turn into the original Lara Croft, voice acting, changing set pieces, paying off on minimal player interaction with bigger set pieces, the flood sequence, having moments in the original and the reboot where you're hunting around for what to do, the resourceful explorer, solitude, marrying modern sensibilities and expectations to older game feelings, connectivity constraining globe-trotting, choosing the difficulty, not missing the telegraphing/mark-up, considering how the puzzles might be different, re-using combat AI to create play opportunities, finding repeatable systemic features that enrich a space, leveraging mechanics that you don't need to teach the player, relishing modern design, starkness of the difference between them, Sega Saturn technical concerns, soundtrack differences, resolution differences, lock and key dependencies, the condensing of the original in the remake, a bit about Kingdom Hearts, some insight on the philosophy of TR: Anniversary, capturing the flavor of the original, gruesome deaths, taking ourselves less seriously, real-time raytracing, the uncanny valley, making things more expensive, letting go, whether you even notice, slow adoption by developers, enjoying the smoke and mirrors and the demands of limitations, the run-on costs of even a simple addition, mixing settings and increasing the uncanny valley. Games, people, and influences mentioned or discussed: Eidos Montreal, Crystal Dynamics, Noah Hughes, Soul Reaver, CORE Design, Jason Botta, Brandon Fernandez, Toby Gard, Darryl Gallagher, Uncharted (series), Skyrim, The Descent, Indiana Jones, Metal Gear Solid 4, Assassin's Creed, DF Retro, Edwin Crump, PlayStation, Sega Saturn, (Allison By Proxy -- sorry to forget your name), irreverentQ, Game Maker's Toolkit, Super Metroid, Dagur Danielsson, Kingdom Hearts, Half-Life, Ratchet & Clank, Doug Church, Valve, William Rance, Conan O'Brien, Chris Tiemeßen, Xbox/Xbox 360, Republic Commando, Tim Ramsay, Metal Gear Solid, Nintendo. Links: DF Retro on Tomb Raider Boss Keys on Super Metroid Brett on Kingdom Hearts Next time: Possibly Thief? Possibly an interview? Keep posted at @devgameclub. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we celebrate the triumphant return of co-host Tim Longo with... a discussion of the rest of 1996's Tomb Raider. We once again discuss the levels themselves, but also discuss traps, puzzles, and the use of voice to characterize action adventure avatars in more recent games, before turning to takeaways and your questions and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game (Egypt and Atlantis) Podcast breakdown: 0:40 Segment 1: Levels and other discussion 1:04:40 Break 1:05:12 Segment 2: Takeaways and feedback Issues covered: cumbersome controls, traversal-based exploration vs skill-based exploration, traps as playing against expectations in traversal, varying threats with traps, lower stress approach than combat, puzzles, block moving, levels as puzzles, evolving the puzzles and mechanics over multiple games, feature iteration over a series, voice acting in cutscenes vs in-game, preferring solitude, not having a plan for Lara the character, losing the ability to see yourself in the character, using cutscenes as reward, blurring the line between cinematic and game, using FMV instead, thinking of the first two Egypt levels as one level, interconnectedness of the Obelisk, seeing everything you need to do in one room, breaking their rules, climbing all around the side of the Sphinx room, navigation as puzzle, sense of scale, showing you the destination and making you figure out how to get there, water puzzles, contextualization, having your input read in in-engine cutscenes, doors that open and stay open, motivating your puzzles and switches, ancient stuff vs modern, building new mechanics late in the game, central pyramid room, ending in flesh, leaning into a problem, paying off on doing something denied you in a cutscene, leaning into exploration, naming your enemies and therefore making them more important, level as puzzle, strong character design, animation with weight and wind-up, the move set as puzzle, learning the move systems, white paint, branching paths, inescapable abstraction, give me guardrails to find the fun, balancing freedom against direction, MDA framework, interaction of the mechanics with the dynamics, abstraction in AI and physics and other systems, merging mechanics and narrative, VR as an interesting place for this, innovation moving to the mainstream, horror. Games, people, and influences mentioned or discussed: Indiana Jones, Resident Evil, Soul Reaver, Stephen's Sausage Roll, Monument Valley, A Good Snowman is Hard to Build, Core Design, Indiana Jones and the Infernal Machine, Uncharted (series), God of War (2018), Jedi Knight, Westwood, Tim Curry, Mark Hamill, Wing Commander, Half-Life, System Shock 2, Doom, Cthulhu, Metal Gear (series), Eidos Montreal, Starfighter (series), Republic Commando, Assassin's Creed, Deus Ex, Michael, LonelyBob K, Tim Dooley, Breath of the Wild, Horizon: Zero Dawn, Jonathan Haidt, The Righteous Mind, Zachary Crownover, Zimmy Finger, Brothers: A Tale of Two Sons, Papers, Please, Limbo, Prince of Persia: Sands of Time, Inside, Cart Life, Memento, Sex, Lies, and Videotape, Switchblade Sisters, Sera Gamble, April Wolfe, Being John Malkovich, Lost, The Magicians, Supernatural, Sharp Objects, Hereditary, American Horror Story, The Endless, Resolution, Thief. Links: Play Tomb Raider in a browser 31 Nights Streaming Screaming Next time: We look a bit at Shadow of the Tomb Raider! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we have been playing 1996's Tomb Raider. We specifically dive into level design, Lara's move set, combat, and a bit about technology here and there. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Greece, theoretically Issues covered: dinosaurs in film in books, level size, level design and events to direct the eye, interconnectedness of areas, distilling the original game to remake it, exploration and order of operations, not knowing when you're done with a puzzle, possibility of going back and forth, looking for secrets and finding a way down to the valley, opening the other two doors, becoming less accepting of more abstract spaces, going for realism vs abstract reality, why you might build levels on grids and with repeated bits, backface culling, lining up animations because the character is on a grid, PlayStation hardware and acceleration, announcing the PlayStation at its price, controls vs fidelity, dropping air steering out and returning it, figuring out the right move to get the right jump, reinforcing character through move set, one-false-move failures, tank controls, trusting the grid, trading fidelity and responsiveness, planting the foot before she jumps, really embodying her in the world, fluid animation, designing with the experience in mind, failure as a valid teaching tool, aligning design and animation intent, increasing realism and trade-offs of feel, introducing procedural approaches to animation, blending in sports games, using inverse kinematics to navigate the world, allowing tech to solve a role, using math to point the head and arms in the right direction during combat, simple gun combat with good character animation, using jump scares to introduce combat, limited AI, limitations in combat systems, auto-lock and camera interplay, lacking sticks, switching lock targets, lack of music during combat, downplaying the combat, good level moments, the T-Rex moment, collision on the T-Rex corpse, pushing scale in environments, correction 0451 code, music genres and game genres, when do game mechanics and narrative mesh together well, "Would You Kindly?", simple stories working better, ludonarrative dissonance, the player being the unique hurdle, comedy in games. Games, people, and influences mentioned or discussed: Jurassic Park, Arthur Conan Doyle, Journey to the Center of the Earth, Jules Verne, Michael Crichton, Jeff Goldblum, Laura Dern, Crystal Dynamics, TR: Anniversary, Jason Botta, Half-Life, Super Mario 64, Nintendo 64, Silicon Graphics, PlayStation 1/2, Star Wars: Starfighter, Track and Field, Resident Evil, The Matrix, Dark Souls, Demons Souls, Assassin's Creed, CORE Design, Steve Ash, Crash Translation, System Shock, Warren Spector, Deus Ex, dcab11, Zimmy Finger, Beethoven, Tetris, Bioshock, Prince of Persia: Sands of Time, Prince of Persia (2008), Shadow of the Colossus, Ico, Far Cry 2, Planescape: Torment, Chris Avellone, Gone with the Wind. Next time: Through Egypt, theoretically @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are turning our eyes to 1996's Tomb Raider. In this episode we situate the game in its time, paying particular attention to the challenges of 3D and technology at the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Peru Issues covered: setting the game in its time, 3D acceleration, "at least they got our names right," having to control a bunch of extra stuff in 3D, camera control in Super Mario 64 or Crash Bandicoot or Resident Evil, handling challenges differently through design and technology, Brett fumbles around the PS1 hardware, lack of save anywhere on PS1, designing for console vs PC, "the Indy game that people wanted," starting in Peru and Raiders callbacks, the ambient score supplementing exploration and loneliness, broken keymapping, Lara's evolving backstory, a strong self-sufficient woman, objectifying the character, nude mods, strong character design, British culture, traveling well, amalgamation of clear character archetypes, sensibility of a British icon, setting up a world via simple short character interactions, analogue in Resident Evil, world-building through grace notes, pulp antecedents, pure exploration, exploration as its own reward, finding secrets, doing whatever it needs to do to serve the core fantasy, level construction, Brett becomes a German, wanting more tracked data, stats and baseball, adding more tracking over time, using data in development, digging into his WoW stats, the person Tim spends the third most amount of time with, games that terrify you so much you can't play them, does Alien impact people who don't know the movies. Games, people, and influences mentioned or discussed: Jason Botta, Crystal Dynamics, Toby Gard, CORE Design, PlayStation, Crash Bandicoot, Lara Craft GO, Nokia, 3Dfx, Xbox, Super Mario 64, Nintendo 64, Diablo, Star Wars: Shadows of the Empire, Donkey Kong Country 3, Resident Evil, Quake, Indy's Desktop Adventures, Duke Nuke'em 3D, Civilization, 3DO, Meridian 59, Andrew and Christopher Kirmse, Game Developer, GDC, Game Programming Gems, X-Wing vs TIE Fighter, Indiana Jones and the Fate of Atlantis, Raiders of the Lost Ark, Next Generation, Sherlock Holmes, James Bond, Batman, Temple of Doom, Allan Quatermain, H. Rider Haggard, King Solomon's Mines, Spice Girls, Ian Livingstone, EIDOS, Deathtrap Dungeon, Games Workshop, Warhammer, Peter Molyneux, John Wick, Soul Reaver, Hal Barwood, Indiana Jones and the Infernal Machine, The Producers, Maas Neotek Proto, Final Fantasy, League of Legends, DOTA, Blizzard, Hearthstone, World of Warcraft, Eric Bartoszak/WeyounNumber6, Prey, Alien: Isolation, P.T., Ico. Next time: Thru Greece @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
We raid some tombs and discover our inner Lara Croft in Tomb Raider (2013). Developer: Crystal Dynamics with Eidos Montreal (Multiplayer), Nixxes (Next-Gen Console Ports), Feral Interactive (Mac/Linux Ports) and Square Visual Works (CGI) | Publisher: Square Enix | Release Date: March 5, 2013 Jacob, Mike, Moe and Special Guest Kevin Reaburn travel to the Dragon's Triangle, reminisce about TressFX and miss spring game sales by two days. You can now join our Discord server! Go to LeftBehindGame.Club and scroll down to the Discord section of the homepage! We launch our God of War (2005) episode on April 18th. Players: Jacob McCourt (@JacobMcCourt), Michael Ruffolo (@ruffolom) and Moe Murtadi (@mmurtadi) Special Guest: Kevin Reaburn (@ATribeCalledKev) Website: LeftBehindGame.Club | Twitter: @LeftBehindClub Show Notes (spoilers): 1:30 Jacob re-introduces the audience to Kevin Reaburn 2:40 Kevin starts with a big question: "which came first?" (correction: pre-Crystal Dynamics' Tomb Raider games were developed by Core Design) 5:30 Our exposure to the Tomb Raider franchise 8:40 The writers of Tomb Raider: Rhianna Pratchett and Susan O’Connor 9:30: So many credits in this game! 10:05: The story of Tomb Raider (2013) 11:20 It's just called Tomb Raider, y'all 13:00 What is the Definitive Edition? Also, TressFX 14:50 This isn't the "old Lara" 18:35 The rest of the crew of the Endurance 19:10 Hunting and gathering 23:00 Survival Instinct 24:15 We debate about the best weapon in the game 25:20 This game is so violent and has much dirty rebar 28:40 A bear trap and a wolf attack 30:05 Tomb Raider's world building 31:20 Jacob's Dad Moment 33:20 Encounters with the supernatural 35:50 Lara's First Kill ("kills a deer, kills a man and kills everyone") 38:35 The game's progression 40:05 Slow-mo time (aka the Steady Shot), fire arrows and headshot reticle 42:35 Combat puzzles & Tomb Raider vs. Uncharted 45:05 Comparing the game to Indiana Jones 46:15 Shantytown and difficulty 49:00 The landscape and the tombs 51:45 Smart AI 53:20 Under-developed side characters 54:20 Dual pistols are overrated 55:30 Issues with the next-gen ports and great checkpoints 59:55 The final confrontation 1:04:40 The Final Hours of Tomb Raider & Jason Graves' soundtrack/"The Instrument" 1:06:25 Final thoughts 1:11:00 Kevin missed the Xbox Spring Sale by two days. We tell him about for the first time here.
Tomb Raider. The legend of Lara Croft burst on to computer and television screens in 1996 as Core Design released the first Tomb Raider game and she would go on to become one of gaming's most iconic characters of all time. In this episode of The 602 Club host Matthew Rushing is joined by Andrea Coffman to talk about Tomb Raider. We discuss previous raids, Lara Croft, her father, Vogel, mysticism vs science, pacing, responsibility and purpose, Lu Ren, Kristin Scott Thomas, action, the future and our ratings. Chapters Previous Raids (00:03:58) Lara Croft (00:13:37) Her Father (00:21:41) Mathias Vogel (00:32:55) Mysticism vs Science (00:35:48) Pacing (00:46:47) Responsibility and Purpose (00:49:05) Lu Ren (00:56:28) Kristin Scott Thomas (01:00:34) Action and the Future (01:02:41) Ratings (01:08:08) Host Matthew Rushing Guest Andrea Coffman Production Matthew Rushing (Editor and Producer) C Bryan Jones (Executive Producer) Ken Tripp (Executive Producer) Matthew Rushing (Executive Producer) Richard Marquez (Production Manager) Brandon-Shea Mutala (Patreon Manager) Ken Tripp (Associate Producer) Davis Grayson (Associate Producer)
This week in Your Parents Basement, we are dual-wielding as we raid tombs and extinct lots of animals! From 1996, we’re playing Tomb Raider by Core Design, and published by Eidos, for the Sega Saturn and Sony Playstation. We’re joined by Friend of the Show and raidin’ fan Amanda! You can manually download this week’s […]
Continuing the story from Part 1, this is how the original Tomb Raider's grid-based engine/level editor impacted on the series, on Lara Croft's rise to fame, and on the shifting sands of blockbuster game development. This episode also discusses the place that such a grid system has — or might have — in game design today. Featuring input from former Core Design artists and level designers Heather Stevens and Andy Sandham as well as programmer Gavin Rummery. Related links: http://lifeandtimes.games/7-tomb-raider-grid (The Tomb Raider Grid (part 1))http://arstechnica.com/gaming/2015/03/it-felt-like-robbery-tomb-raider-and-the-fall-of-core-design/ ("It felt like robbery": Tomb Raider and the fall of Core Design), my article for Ars Technicahttps://www.rockpapershotgun.com/2014/12/29/tomb-raider-custom-levels/ (Raiding the Fan-Made Tombs of Lara Croft), my article for Rock Paper Shotgun on the level editing communityhttps://www.youtube.com/watch?v=W7uwgW8SvAk (Video of 20th anniversary panel at Play Expo 2016), organised by Ash Kaprielov and featuring several people who worked on the series (including Heather and Gavin)http://www.trle.net/ (TRLE.net), the central hub of the custom levels communityhttp://www.tombraiderforums.com/forumdisplay.php?f=16 (Level Editing Forum), discussion boards for the custom levels community (lots of cool projects ongoing)http://lifeandtimes.games/tr1-ios (Tomb Raider 1 for iOS) (I get a small cut of the sale price if you buy via this link)http://lifeandtimes.games/tr2-ios (Tomb Raider 2 for iOS) (likewise)My affiliate link to buy Rise of the Tomb Raider on Amazon — http://amzn.to/2CwioYM (Xbox One), http://amzn.to/2ByR9zE (PS4)http://amzn.to/2BCQhdF (My affiliate link for to a Tomb Raider video game search on Amazon) Music credits: Selected portions of the original soundtracks from Tomb Raider 1 and Tomb Raider 2, composed by Nathan McCreeAnd everything else is my own work. The Life & Times of Video Games on the Web and social media Website: http://lifeandtimes.games (lifeandtimes.games)Twitter: @LifeandTimesVGInstagram: @lifeandtimesvgYouTube: http://lifeandtimes.games/youtube (lifeandtimes.games/youtube) You can make a donation to help cover running costs and allow me to rely less on freelance income via Patreon: http://lifeandtimes.games/patreon (lifeandtimes.games/patreon)or PayPal: https://paypal.me/mossrc (paypal.me/mossrc)Please remember to subscribe and to leave a review on iTunes or whatever podcasting service you use. A small donation of a few bucks a month on Patreon would go a long way, too, and it'd get you a bit of cool bonus content here and there on a private podcast feed. There's also now another way to help, and that's to listen via the RadioPublic app. It's free to use on both Apple and Android devices and you can easily import all of your existing subscriptions from another all. And the best thing is that it's from a not-for-profit company that's working to make the podcasting ecosystem more sustainable, which means that, among other things, when you listen, I get paid. So check it out. Head to radiopublic.com to find out more, and subscribe or listen via http://lifeandtimes.games/radiopublic (lifeandtimes.games/radiopublic). Support The Life & Times of Video Games Learn more about your ad choices. Visit https://podcastchoices.com/adchoices (podcastchoices.com/adchoices)
In this latest episode Paul sits down with Nathan McCree, composer of the iconic Tomb Raider games for the Sony PlayStation. We look back on his career in the games industry starting at CORE Design in the early 90's working on Chuck Rock 2 and other titles before Tomb Raider. Nathan discusses the style of music he had in mind for the game and how these ideas progressed over the original trilogy for PS1. As well as this we chat about game music soundtracks and their growing popularity. Since working in the score for Tomb Raider, Nathan has always dreamed seeing the soundtrack played by a live orchestra. On December 18th 2016 he gets his wish in London. If the show is a success then the show will be taken to other major cities around the world. It was a pleasure talking to Nathan and really hope that as many people as possible get to check out his upcoming show. Please find all the links here for tickets are more: FOR TICKETS TO THE SHOW: http://www.eventimapollo.com/events/detail/tomb-raider-live-in-concert SOCIAL MEDIA: Facebook: https://www.facebook.com/nathanmccreeofficial/ Twitter: https://twitter.com/nrpmccree Instagram: https://www.instagram.com/nathanmccree/ Also remember to check out all our shows on www.maximumpowerup.com
LÄNKLISTA Webhallens Julkalender https://goo.gl/AtqNTR The Sims (spel, Maxis, 2000) https://en.wikipedia.org/wiki/The_Sims_(video_game) How the Grinch Stole Christmas (film, Ron Howard, 2000) https://en.wikipedia.org/wiki/Dr._Seuss%27_How_the_Grinch_Stole_Christmas_(2000_film) The Legend of Zelda: Ocarina of Time (spel, Nintendo, 1998) https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time The Legend of Zelda: A Link Between Worlds (spel, Nintendo, 2013) https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_Between_Worlds The Legend of Zelda: Majoras Mask (spel, Nintendo, 2000) https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask Space Quest 1: The Sarien Encounter (spel, Sierra On-Line, 1986) https://en.wikipedia.org/wiki/Space_Quest_I Tomb Raider (spel, Core Design, 1996) https://en.wikipedia.org/wiki/Tomb_Raider_(1996_video_game) Jazz Jackrabbit (spel, Epic Megagames, 1994) https://en.wikipedia.org/wiki/Jazz_Jackrabbit#Jazz_Jackrabbit_.281994.29 Christmas Lemmings (spel, Psygnosis, 1991) https://en.wikipedia.org/wiki/Lemmings_(video_game) Jack in the Dark (spel, Infogrames 1993) https://en.wikipedia.org/wiki/Alone_in_the_Dark_2_(video_game)#Jack_in_the_Dark Ivanhoe (tv-film, Douglas Camfield, 1983) https://en.wikipedia.org/wiki/Ivanhoe_(1982_film) Göta Kanal 2: Kanalkampen (film, Pelle Seth 2006) https://sv.wikipedia.org/wiki/Göta_kanal_2_–_kanalkampen Tomten är far till alla barnen (film, Kjell Sundvall, 1999) https://sv.wikipedia.org/wiki/Tomten_är_far_till_alla_barnen Kalle Anka och hans vänner önskar god jul (tv-program, Disney, 1958) https://sv.wikipedia.org/wiki/Kalle_Anka_och_hans_vänner_önskar_God_Jul Karl Bertil Jonssons julafton (kortfilm, Per Åhlin, 1975) https://sv.wikipedia.org/wiki/Sagan_om_Karl-Bertil_Jonssons_julafton Love Actually (film, Richard Curtis, 2003) https://en.wikipedia.org/wiki/Love_Actually Die Hard (film, John McTiernan, 1988) https://en.wikipedia.org/wiki/Die_Hard Raka spåret till Chicago (film, John Hughes, 1987) https://en.wikipedia.org/wiki/Planes,_Trains_and_Automobiles You´ve got Mail (film, Nora Ephron, 1998) https://en.wikipedia.org/wiki/You%27ve_Got_Mail Medan du sov (film, John Turtletaub, 1995) https://en.wikipedia.org/wiki/While_You_Were_Sleeping_(film) Alice’s Adventures in Wonderland (bok, Lewis Carroll, 1865) https://en.wikipedia.org/wiki/Alice%27s_Adventures_in_Wonderland The Holiday (film, Nancy Meyers, 2006) https://en.wikipedia.org/wiki/The_Holiday Ensam Hemma (film, Chris Columbus, 1990) https://en.wikipedia.org/wiki/Home_Alone Ensam Hemma 2: Vilse i New York (film, Chris Columbus, 1992) https://en.wikipedia.org/wiki/Home_Alone_2:_Lost_in_New_York White Christmas (film, Michael Curtiz, 1954) https://en.wikipedia.org/wiki/White_Christmas_(film) Miraklet på 34:e gatan (film, Les Mayfield, 1994) https://en.wikipedia.org/wiki/Miracle_on_34th_Street_(1994_film) Through the Looking-Glass (bok, Lewis Carroll, 1871) https://en.wikipedia.org/wiki/Through_the_Looking-Glass Miracle on 34th Street (film, George Seaton, 1947) https://en.wikipedia.org/wiki/Miracle_on_34th_Street Nu är det jul igen (film, John Pasquin, 1994) https://en.wikipedia.org/wiki/The_Santa_Clause Klappjakten (film, Brian Levant, 1996) https://en.wikipedia.org/wiki/Jingle_All_the_Way Twins (film, Ivan Reitman, 1988) https://en.wikipedia.org/wiki/Twins_(1988_film) Dagissnuten (film, Ivan Reitman, 1990) https://en.wikipedia.org/wiki/Kindergarten_Cop Terminator 3 (Jonathan Mostow, 2003) https://en.wikipedia.org/wiki/Terminator_3:_Rise_of_the_Machines 6:e dagen (film, Roger Spotiswoode, 2000) https://en.wikipedia.org/wiki/The_6th_Day Ett Päron till farsa firar jul (film, Jeremiah Chechik, 1989) https://en.wikipedia.org/wiki/National_Lampoon%27s_Christmas_Vacation Bad Santa (film, Terry Zwigoff, 2003) https://en.wikipedia.org/wiki/Bad_Santa The Nightmare Before Christmas (film, Henry Selick, 1993) https://en.wikipedia.org/wiki/The_Nightmare_Before_Christmas Edward Scissorhands (film, Tim Burton, 1990) https://en.wikipedia.org/wiki/Edward_Scissorhands Batman Returns (film, Tim Burton, 1992) https://en.wikipedia.org/wiki/Batman_Returns Gremlins (film, Joe Dante, 1984) https://en.wikipedia.org/wiki/Gremlins Gremlins II (film, Joe Dante, 1990) https://en.wikipedia.org/wiki/Gremlins_2:_The_New_Batch Ghostbusters II (film, Ivan Reitman, 1989) https://en.wikipedia.org/wiki/Ghostbusters_II Teenage Mutant Hero Turtles (tv-serie, David Wise, 1987 – 1990) https://en.wikipedia.org/wiki/Teenage_Mutant_Ninja_Turtles_(1987_TV_series) Seinfeld – The Strike (tv-avsnitt, Andy Ackerman, 1997) https://en.wikipedia.org/wiki/The_Strike_(Seinfeld) The Simpsons (tv-serie, Matt Groenig, 1989–) https://en.wikipedia.org/wiki/The_Simpsons Futurama (tv-serie, Matt Groenig, 1999 – 2013) https://en.wikipedia.org/wiki/Futurama The Office Christmas Specials (tv-program, Ricky Gervais, 2003) https://en.wikipedia.org/wiki/The_Office_Christmas_specials Doctor Who – Last Christmas (tv-program, Steven Moffat, 2014) https://en.wikipedia.org/wiki/Last_Christmas_(Doctor_Who) Downton Abbey (tv-serie, Julian Fellowes, 2010 – 2015) https://en.wikipedia.org/wiki/Downton_Abbey Mario Kart 8 (spel, Nintendo, 2014) https://en.wikipedia.org/wiki/Mario_Kart_8 Ticket to Ride (brädspel, Alan R. Moon, 2004) https://en.wikipedia.org/wiki/Ticket_to_Ride_(board_game) The Legend of Zelda: Twilight Princess (spel, Nintendo, 2006) https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess Gilmore Girls (tv-serie, Amy Sherman-Palladino, 2000 – 2007) https://en.wikipedia.org/wiki/Gilmore_Girls Särskilda jultips - TV: Black Mirror (tv-serie, Charlie Brooker, 2011–) https://en.wikipedia.org/wiki/Black_Mirror RuPauls Drag Race (tv-serie, Nick Murray, 2009–) https://en.wikipedia.org/wiki/RuPaul%27s_Drag_Race The Crown (tv-serie, Peter Morgan, 2016) https://en.wikipedia.org/wiki/The_Crown_(TV_series) Särskilda jultips - läsa: Hemfrid (grafisk roman, Alison Bechdel, 2006) https://en.wikipedia.org/wiki/Fun_Home Alice’s Adventures in Wonderland (bok, Lewis Carroll, 1865) https://en.wikipedia.org/wiki/Alice%27s_Adventures_in_Wonderland Through the Looking-Glass (bok, Lewis Carroll, 1871) https://en.wikipedia.org/wiki/Through_the_Looking-Glass Hercule Poirots jul (bok, Agatha Christie, 1938) https://en.wikipedia.org/wiki/Hercule_Poirot%27s_Christmas Särskilda jultips - spel: Inside (spel, Playdead, 2016) https://en.wikipedia.org/wiki/Inside_(video_game) Mass Effect (spel, Bioware, 2007) https://en.wikipedia.org/wiki/Mass_Effect_(video_game) Mass Effect 2 (spel, Bioware, 2010) https://en.wikipedia.org/wiki/Mass_Effect_2 Mass Effect 3 (spel, Bioware, 2012) https://en.wikipedia.org/wiki/Mass_Effect_3 The Legend of Zelda: Wind Waker (spel, Nintendo, 2003) https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker The Legend of Zelda: Wind Waker HD (spel, Nintendo, 2013) https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker_HD Särskilda jultips - film: Fönster åt gården (film, Alfred Hitchcock, 1954) https://en.wikipedia.org/wiki/Rear_Window Fyra nyanser av brunt (film, Killinggänget, 2004) https://sv.wikipedia.org/wiki/Fyra_nyanser_av_brunt Joyeux Noël (film, Christian Carion, 2005) https://en.wikipedia.org/wiki/Joyeux_No%C3%ABl Bonustips: Outlander (tv-serie, Ronald D. Moore, 2014–) https://en.wikipedia.org/wiki/Outlander_(TV_series) Firefly (tv-serie, Joss Whedon, 2002) https://en.wikipedia.org/wiki/Firefly_(TV_series) Serenity (film, Joss Whedon, 2005) https://en.wikipedia.org/wiki/Serenity_(film) Scott Pilgrim vs. the World (film, Edgar Wright, 2010) https://en.wikipedia.org/wiki/Scott_Pilgrim_vs._the_World Scott Pilgrim (tecknad serie, Bryan Lee O´Malley, 2004 – 2010) https://en.wikipedia.org/wiki/Scott_Pilgrim
We get the story on Bubba N Stix, Rick Dangerous and many more from Simon Phipps of Core Design and Gremlin Graphics! Simon's website: [http://www.simonphipps.com/](http://www.simonphipps.com/) Thanks to our amazing donators: Stuart Thomas, Manuel Scharfy, Simon Pilgrim Our website: [http://theretrohour.com](http://theretrohour.com) Our Facebook: [http://www.facebook.com/theretrohour/](http://www.facebook.com/theretrohour/) Our Twitter: [http://twitter.com/retrohouruk](http://twitter.com/retrohouruk) Show notes: Retro Trio sells out in a morning, more stock expected: [http://retrodcpowered.com/?i=2](http://retrodcpowered.com/?i=2) Hackers hit san fancisco transport system: [http://bbc.in/2gxctf2](http://bbc.in/2gxctf2) WinUAE gets Laser Disc game support: [http://bit.ly/2ggGEDT](http://bit.ly/2ggGEDT) Raspberry Pi sales could take over C66: [http://bit.ly/2guDmjd](http://bit.ly/2guDmjd)
Morgan explains his decades-long love affair with the Tomb Raider series to Josh, and they discuss the fall of Core Design.
En esta entrega de *En Descarga Radiónica*, Diego Bolaños e Iván Samudio viajan en el tiempo 20 años atrás, cuando un 25 de octubre de 1996 se estrenó el videojuego *Tomb Raider*, título de acción y aventuras en tercera persona creado por *Core Design*, el cual introdujo a una de las aventureras por excelencia del entretenimiento electrónico, *Lara Croft*.
Download Episode 58: “CORE Design” here! The game development company known as CORE Design humbly began in a small Victorian house in Derby, England back in 1988. They may be best known for creating the eponymous Tomb Raider franchise, … Continue reading →
Welcome to what we think is episode 28, Bard kicks off talking about a game to itch you Star Trek captain fantasy with FTL. Ram get mocked for playing ‘Project Eden’ an ps2 port from 2001 by Core Design. Bard looks at Endless Legend a 4x fantasy game which leads onto a discussion about the good and bad parts of 4x game. Skazz update us on his challenge by completing one game already ‘Shovel knight’. Bard who read the book, and Ram who hasn’t, discuss the latest Hobbit film and its excellent mounts. Skazz carries on tradition of recommending game hes not played with Elite Dangerous and the re-release of Suikoden 1+2. We pay tribute the ‘Father of Video games’ and discuss shooting Skazz Notes Play out your Star Trek captain fantasy with FTL A classic, underrated game, at least according to Ram – Project Eden Bard 4x fix in Endless Legend Skazz challenge update, Shovel Knight is now struck off the list A film with Stags, Ram and horses, oh a big battle too – The Hobbit: The Battle of Five Armies. And if your having trouble identifying all the dwarfs, here a handy chart. A classic remake that Skazz recommends without having played it – Elite Dangerous Another classic re-release with Suikoden 1 + 2 Meet the man who started it all, Ralph H. Baer the father of videogames. You may also remember his other classic with Simon Anything you think we should talk about? Weird news to blow Luke mind with? Or just want to ask us a question? You can email us here. Follow us on twitter Like us on facebook Subscribe to our YouTube channel Join us on google+ Join our Steam Group Why not come join us on our next livesteam? See our YouTube channels for details Cheers TheSuffolkRam, Skazz and Bard
Lara Croft is a fictional character and the protagonist of the Square Enix (previously Eidos Interactive) video game series Tomb Raider. She is presented as a beautiful, intelligent, and athletic British archaeologist-adventurer who ventures into ancient, hazardous tombs and ruins around the world. Created by a team at UK developer Core Design that included Toby Gard, the character first appeared in the 1996 video game Tomb Raider. She has also appeared in video game sequels, printed adaptations, a series of animated short films, feature films (portrayed by Angelina Jolie), and merchandise related to the series. Official promotion of the character includes a brand of apparel and accessories, action figures, and model portrayals. Croft has also been licensed for third-party promotion, including television and print advertisements, music-related appearances, and as a spokesmodel.--- 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/southarcadia/messageSupport this podcast: https://anchor.fm/southarcadia/support
In which I am excited after getting Klonoa 2, and play music from it! Title Screen and The Lost Temple from Rick Dangerous by Core Design; Going to Lunatea by Kanako "P" Kakino, Stepping Wind (vocals by Kumiko Watanabe) by Kanako "P" Kakino, "Moonlight Museum Ver.1" (Maze of Memories) by Hiromi Shibano, Traveler by Asuka Sakai from Klonoa 2: Lunatea's Veil by Namco.
Vi skal tilbake til midten av 90-tallet i ukens episode av Retro Crew, til den første PlayStation og til Sega Saturn der det første Tomb Raider-spillet fra Core Design fikk sin debut. Som den aristokratiske unge arkeologen Lara Croft måtte spillerne utforske, hoppe, og skyte seg gjennom gigantiske tredimensjonale nivåer som hittil ikke hadde sidestykke […]
Tomb Raider, also known as Lara Croft: Tomb Raider between 2001 and 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design.
Tomb Raider, also known as Lara Croft: Tomb Raider between 2001 and 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design.
En esta entrega de En Descarga Radiónica, Diego Bolaños e Iván Samudio viajan en el tiempo 20 años atrás, cuando un 25 de octubre de 1996 se estrenó el videojuego Tomb Raider, título de acción y aventuras en tercera persona creado por Core Design, el cual introdujo a una de las aventureras por excelencia del entretenimiento electrónico, Lara Croft.