спец-статья//фурри-арт/ |
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ОНЛАЙНОВИЙ ЗМУЛАТОР АРКАДЫ |
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NEW SOFT |
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Free Arcade Game. Arcade Game Downloads (IШАРОВАРА) |
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Мини игры скачать. Flash игры, Сега Dendy игры, on-line flash |
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S.P.E.C.I.A.L- American Laser Games |
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S.P.E.C.I.A.L INTERACTIVE GAMES (FULL) |
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Cinematronics |
Cinematronics | |
Type | Video games |
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Founded | 1975 |
Headquarters | El Cajon, California |
Key people | Jim Pearce: co-founder; Tom "Papa" Stroud; Larry Rosenthal; |
Industry | Video games |
Products | Space Wars, Dragon's Lair |
Revenue | (unknown) |
Website | (none) |
Cinematronics was a pioneering arcade game developer that had its heyday in the era of vector display games. While other companies released games based on raster displays, early in their history, Cinematronics and Atari released vector-display games, which offered a distinctive look and a greater graphic capability (at the time), at the cost of being only black and white.
Cinematronics Inc. was founded in 1975 by Jim Pearce, Dennis Parte and Gary Garrison in El Cajon, California, although early on Parte and Garrison sold their shares to Tom "Papa" Stroud. Cinematronics' first games, a Pong clone, Flipper Ball and Embargo, all released in 1976, were fairly unsuccessful. The company was not widely noticed until Larry Rosenthal brought Space Wars on board a year later.
Rosenthal, a student of MIT, had written his master's thesis on Spacewar! and wanted to create a version of the computer game that could be placed in arcades. Rosenthal had created a processor that was powerful enough to run a proper version of Spacewar! and yet inexpensive to produce. He named his TTL-based technology "Vectorbeam". After building a prototype, he shopped the machine around to various game companies, looking for a distributor. Rosenthal demanded a 50/50 share of the profits, a figure that caused nearly all companies to pass on the deal.
At this same time Cinematronics was looking for their next game. The timing was perfect for the two: Cinematronics was running out of funds and looking for any deal to land a new game and Rosenthal was selling a game but insisted on a ridiculously high profit share. The deal was made and the game was released as Space Wars.
Space Wars was the first arcade game to utilize black & white vector graphics, which enabled it to display sharp, crisp images. Space Wars had graphics which were far more detailed than the raster displays of the time. Cinematronics shipped over 30,000 units and was a top seller in 1978.
Rosenthal, feeling that he was still not receiving enough money for his innovations, left Cinematronics. When he attempted to take his "Vectorbeam" technology with him, Pierce and Stroud sued. The men came to an agreement outside of court with Rosenthal selling his technology to Cinematronics.
With the "Vectorbeam" board under their control, Cinematronics released a series of vector graphic arcade games including Starhawk, Warrior the first one-on-one fighting game, Sundance and Tail Gunner.
Cinematronics experimented with color overlays on some of their games. In Star Castle, the overlay gave color to several elements of the game with fixed positions. In Armor Attack, the overlay was itself a part of the game: the overlay was a top-down view of a small set of city streets, and the player drove a jeep through the streets fighting tanks and helicopters.
Cinematronics created Cosmic Chasm, a color vector game. Other games were developed based on the same hardware system (based on Motorola's 68000 chip) but were never released, including a 3D color vector game.
In 1983 Cinematronics was responsible for releasing Dragon's Lair, one of the earliest laserdisc-based arcade games. During the time Dragon's Lair was being created, Cinematronics filed for Chapter 11 bankruptcy protection. In order to finish the project they partnered with Advanced Microcomputer Systems (later renamed RDI Video Systems), who later tried to sell a home version of the laser-disc machine. While RDI's home console, the Halcyon, was a failure, the Dragon's Lair arcade was a huge success. Cinematronics followed it up with the similar sci-fi-themed laserdisc game, Space Ace. In about 1985 some prototype animation material for a Dragon's Lair sequel was produced, but due to the lack of an agreement between Cinematronics and the animator, Don Bluth, this material sat unused for years, eventually becoming part of the Dragon's Lair II: Time Warp game in the 1990's.
About 1984, Cinematronics started releasing games which used raster display, such as Express Delivery and other raster games based on a new hardware platform called the Cinemat System, which was designed to be reusable with replaceable software, control panels, and cabinet artwork.
About 1987, Cinematronics was acquired by Tradewest and renamed the Leland Corporation and continued to make arcade and PC game software. Tradewest was bought out by WMS in 1991 to become their console division.
Cinematronics, LLC, a completely separate entity with no connection to the original arcade game creator, was founded in 1994 by David Stafford, Mike Sandige and Kevin Gliner. They primarily developed games for Windows and Macintosh systems, including Full Tilt! Pinball, Jack Nicklaus 4, Tritryst and Marble Drop, among others. Ultimately they were sold to Maxis in 1996 and became Maxis South, the California publisher's Texas-based development studio. David Stafford left Maxis South in 1997. The other two founders, Mike Sandige and Kevin Gliner, left when Electronic Arts acquired Maxis later that same year.
The Space Cadet table from Full Tilt! has been bundled with Microsoft Windows ever since the Windows 95 Plus! pack was released.
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S.P.E.C.I.A.L- Space Ace |
Space Ace | |
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Developer(s) | Advanced Microcomputer Systems |
Publisher(s) | Cinematronics |
Release date(s) | 1984 |
Genre(s) | Action Interactive Movie |
Mode(s) | Up to 2 players, alternating turns |
Platform(s) | Arcade, Mac OS, Apple IIGS, Amiga, Super Nintendo, CD-i, PC DOS 3DO |
Input | Joystick, 1 button |
Arcade cabinet | Upright |
Arcade display | Horizontal orientation, Raster, standard resolution |
Space Ace is a laserdisc video game produced by Don Bluth Studios, Cinematronics, and RDI Video Systems. It was unveiled in October 1983, just four months after the Dragon's Lair game, then released in Spring 1984, and like its predecessor featured film-quality animation played back from a laserdisc. The gameplay too is similar, requiring the player to move the joystick or press the fire button at key moments in the animated sequences to govern the hero's actions.
Like Dragon's Lair, the gameplay of Space Ace requires the player to move the joystick in the right direction or press the fire button at the right moment in order to avoid the various hazards Ace/Dexter faces. Space Ace introduced a few gameplay enhancements, most notably selectable skill levels and multiple paths through several of the scenes. At the start of the game the player could select one of three skill levels; "Cadet", "Captain" or "Ace" for easy, medium and hard respectively - only by choosing the toughest skill level could the player see all the sequences in the game (only around half the scenes are played on the easiest setting). A number of the scenes had "multiple choice" moments when the player could choose how to act, sometimes by choosing which way to turn in a passageway, or by choosing whether or not to react to the on-screen "Energize!" message and transform back into Ace. All scenes also have separate reverse versions of each other. Dexter usually progresses through scenes by avoiding obstacles and enemies, but Ace goes on the offensive, attacking enemies rather than running away. For example, in the first scene of the game, Dexter is escaping from Borf's robot drones, and if the player presses the fire button at the right moment, Dexter transforms temporarily back into Ace and can fight them, whereas if the player chooses to stay as Dexter they must dodge the robots' drill attacks instead.
Space Ace follows the adventures of the musclebound hero Ace. At the start of the game, the villainous Commander Borf attacks Ace with the "Infanto Ray", a weapon that transforms him into an adolescent version of himself, and kidnaps his girlfriend Kimberly. It is up to the player to guide Dexter, as the younger version of Ace is referred to, through a series of obstacles in pursuit of Borf in order to rescue Kimberly and prevent Borf using the Infanto Ray to conquer Earth. The game's attract sequence introduces the player to the story via the following narration and dialogue:
The animation for Space Ace was produced by the same team that tackled the earlier Dragon's Lair, headed by ex-Disney animator Don Bluth. To keep the production costs down, the studio again chose to use its staff to provide voices for the characters rather than hire actors (one exception is Michael Rye who narrates the attract sequence, as he did on Dragon's Lair). Don Bluth himself provides the (digitally altered) voice of Commander Borf. The game's animation features some rotoscoping, wherein models were built of Ace's spaceship "Star Pac", his motorcycle, and the tunnel in the game's dogfight sequence, then filmed and traced over to render moving animated images with very realistic depth and perspective.
Space Ace was made available to distributors in two different formats; a dedicated cabinet, and a conversion kit that could be used to turn an existing copy of Dragon's Lair into a Space Ace game. The conversion kit included the Space Ace laserdisc, new EPROMs containing the game program, an additional circuit board to add the skill level buttons, and replacement artwork for the cabinet. The game originally used the Pioneer LD-V1000 or PR-7820 laserdisc players, but an adaptor kit now exists to allow Sony LDP series players to be used as replacements if the original player is no longer functional.
In Samurai Jack episode:
Scissorsmith:When you get to the fork in the road take the rocky path. It would take you to the dragons lair.
Jack: Where would the other one take me?
Scissorsmith: Space Ace.
A short-lived cartoon series based on Space Ace was produced in 1984, and was aired as part of the Saturday Supercade cartoon block, which was composed of cartoon shorts based on current video games. Twelve Space Ace episodes were produced.
An unrelated Japanese cartoon with the same name was produced in the 60's.
Space Ace was also the name of a character in the unrelated Hanna-Barbera cartoon Astro and the Space Mutts.
Numerous versions of Space Ace were created for home computers and game systems, most of which attempted to mimic the arcade version's lushly animated graphics, with varying degrees of success. A sequel, Space Ace II: Borf's Revenge was created for the PC.
In 1991, Leland Corp. released a slightly updated version of Space Ace in the form of a conversion kit for the then recently-released Dragon's Lair II: Time Warp. The updated version added more complicated moves (including diagonal moves), and dropped the easier skill levels, meaning only the "Ace" (difficult) level could be played.
The Dragon's Lair Deluxe Pack released by Digital Leisure Inc. featured Space Ace along with both arcade Dragon's Lair games. They also released a version of Space Ace on DVD that could be played on most DVD players, although it lacked the skill level select of the arcade version, and also played somewhat differently (if the player made a mistake on the arcade version they simply picked up again roughly where they left off, whereas the DVD version forced the player to replay the entire scene from the beginning).
DAPHNE, an emulator for laserdisc based games, can emulate both the original version and the 1991 version. DAPHNE requires the ROM files plus the original laserdisc to run. Alternatively, an MPEG-2 video stream and Ogg Vorbis audio stream can be substituted for the laserdisc. These streams can be generated from the original laserdisc or from Digital Leisure's DVD.
Like Dragon's Lair, a comic book mini series incorporating elements from both the game and Saturday Supercade version (such as Ace randomly changing into Dexter and back, instead of "energizing" back into Ace) was printed in 2003 by Crossgen Publishing.
In the December 2003 issue of PSW (Playstation world) a free disk was given away with the magazine featuring Space Ace on one side (accompanied by trailers for similar games), and trailers for upcoming games on the other.
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Dragon's Lair |
Developer(s) | Advanced Microcomputer Systems |
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Publisher(s) | Cinematronics |
Release date(s) | 1983 |
Genre(s) | Action Interactive Movie |
Mode(s) | Up to 2 players, alternating turns |
Platform(s) | Arcade |
Input | Joystick, 1 button |
Arcade cabinet | Upright |
Arcade display | Horizontal orientation, Raster, standard resolution |
The game's enormous contrast with other arcade games of the time created a sensation when it appeared, and was played so heavily that many machines often broke due to the strain of overuse. It was also arguably the most successful game on this medium and is aggressively sought after by collectors.
Dragon's Lair features the hero, "Dirk the Daring", attempting to rescue "Princess Daphne" from the evil dragon Singe holed up in a wizard's castle. The screen shows animated scenes, and the player executes an action by selecting a direction or pressing the sword button with correct timing.
The attract mode of the game displays various short vignettes of gameplay with the accompanying narration:
Instead of controlling the character's actions directly, players control his reflexes, with different full motion video (FMV) segments playing for correct or incorrect choices.
A quote from a Newsweek article (August 8, 1983) captures the level of excitement displayed over the game during that time:
Dragon's Lair began as a concept by Rick Dyer, president of Advanced Microcomputer Systems (which later became RDI Video Systems). A team of game designers created the characters and locations, then choreographed Dirk's movements as he encountered the monsters and obstacles in the castle. The art department at AMS created storyboards for each episode as a guide for the final animation.
The game was animated by veteran Disney animator Don Bluth and his studio. Development was done on a shoestring budget, cost US$1 million and took seven months to complete. Since the studio couldn't afford to hire any models, the animators used photos from Playboy magazines for inspiration for the character Princess Daphne. The animators also used their own voices for all the characters instead of hiring actors in order to keep costs down, although it does feature one professional voice actor: Michael Rye as the narrator in the attract sequence (he is also the narrator for Space Ace and Dragon's Lair II).
The music and many sound effects were scored and performed by Chris Stone at EFX Systems in Burbank. Bryan Rusenko and Glen Berkovitz were the recording engineers. The 43 second "Attract Loop" was recorded in a straight 18 hour session. Featured instruments, all keyboards, were the E-mu Emulator and Memory MOOG.
The original laserdisc players shipped with the game (Pioneer LD-V1000 or PR-7820) often broke. Though the Pioneer players were fine in quality, the laserdisc players just weren't built to undergo the strain Dragon's Lair imposed. Laserdisc players were designed primarily for playing movies, which resulted in a gradual movement of the laser assembly across the disc as the data was read linearly. However Dragon's Lair would seek to different locations on the disc every few seconds to access specific animation sequences as dictated by gameplay. The massive amount of seeking, coupled with the raw amount of hours the hardware was required to operate, could result in failure of the laserdisc player in a relatively short amount of time. The fact that the game was immensely popular and almost continuously played didn't help matters. As a result, the player often had to be repaired or replaced.
It is rare to find a Dragon's Lair game intact with the original player. There are conversion kits available to use more modern laserdisc players in American games.
The original USA 1983 game used a single side NTSC laserdisc player manufactured by Pioneer, the other side was metal backed to prevent disc bending. The European versions of the game were manufactured by Atari under license and used single side PAL discs manufactured by Philips (not metal backed). Philips was also the supplier of the laserdisc players for the European games which were of course different from the American ones.
The game led to the creation of a short-lived television cartoon series by Ruby-Spears Productions (in which the originally nameless Dragon was given the name Singe, and Princess Daphne now wore a long pink dress). Thirteen half-hour episodes were produced. The show was generally run of the mill, but boasted an unusual feature: to keep the show in the spirit of the game, before each commercial break a narrator would ask what the viewer would do to solve the problem facing Dirk. After the commercial break, the outcomes of the various choices were shown before Dirk acts on the correct idea to save the day.
Dragon's Lair led to the creation of numerous video games for home systems. Since some original sequences did not fit in the ports for those systems, they were re-released only in a virtual sequel called Escape from Singe's Castle; A non-linear arcade interpretation of Dragon's Lair and Escape from Singe's castle with elements of platform and puzzle, was made by Software Projects for 8-bit machines in 1986.
A platformer adaptation of the game was also made for the Nintendo Entertainment System and Super NES called Dragon's Lair.
The Game Boy version (entitled Dragon's Lair: The Legend) in particular has almost nothing to do with the source game aside from Dirk as the protagonist, Mordroc as the villain, and saving Princess Daphne as the objective. In fact, the game is a port of a five-year-old ZX Spectrum game, Roller Coaster, the result being a platform game where Dirk has to negotiate a series of thinly-disguised fairground rides. The later Game Boy Color version, however, is a relatively faithful rendition of the original game.
The original game was ported to several home computer systems in the late 1980s. Due to the limitations of computers at the time, the graphics were much less impressive, and the game's limited interactivity became more apparent. These versions received almost uniformly negative reviews.
The game inspired a sequel (disregarding the Escape from Singe's Castle as one), Dragon's Lair II: Time Warp, created shortly after the original, but released in 1991. It also led to the creation of 1984's Space Ace, another game animated by Don Bluth and his crew. Light versions of these games were ported for Amiga and Atari ST by Readysoft.
Dragon's Lair III: Curse of Mordread was made for Amiga and DOS in 1992, mixing original footage with scenes from Time Warp that were not included in the original PC release due to memory constraints.
ReadySoft released Dragon’s Lair for the Apple Macintosh on CD-ROM in 1994. A Sega CD version was also released
The Dragon's Lair Deluxe Pack was released for home computers containing all the FMV for all three games. Though it contains all the video including some scenes cut from the North American version of the game, the gameplay was reported as lackluster.
In late 2002, to commemorate the 20th anniversary of the original arcade release of the smash hit, Digital Leisure Inc. produced a special edition DVD box set of the three arcade classics that defined laser disc arcade games: Dragon’s Lair, Space Ace and Dragon’s Lair II: Time Warp. All the scenes from the original arcade releases were included and optionally the player could select new scenes that were animated in 1983, but not included in any previous Dragon’s Lair release. The games were also updated to include higher quality video, authentic scene order and a new difficulty selection to make it more challenging for Dragon’s Lair pros. Digital Leisure worked with a small independent game developer, Derek Sweet, to release a CD-ROM 4-Disc Box Set for Windows based PCs.
Dragon's Lair 3D: Return to the Lair was developed in 2002, as a 3D interpretation of the game for Microsoft Windows, Xbox, GameCube and the PS2.
A comic book mini series based on the game, but incorporating elements from the cartoon series as well, like Dirk's horse Bertram, was released in 2003 by Crossgen Publishing, concurrent with a mini series based on Space Ace. Arcana Studio is currently publishing the entire comic book series in 2006 as there were three issues that were never before published.
In 2005, Digital Leisure created a new Dragon's Lair III which utilized 3D footage from Dragon's Lair 3D, but controlled via a system like the original arcade games.
DAPHNE, an emulator for laserdisc based games, can emulate the original 1983 version. DAPHNE requires the ROM files plus the original laserdisc to run. Alternatively, an MPEG-2 video stream and Ogg Vorbis audio stream can be substituted for the laserdisc. These streams can be generated from the original laserdisc or from Digital Leisure's 2002 DVD.
In Late 2006, Digital Leisure released "Dragon's Lair HD", which features an all-new High-Definition transfer from the original negatives (as opposed to just sourcing the laserdisc). The original mono soundtrack has also been remastered into Dolby Digital 5.1 sound (on PCs that can support it).
According to Don Bluth and Gary Goldman a "Dragon's Lair" movie has been scripted and is ready to go into production once financing for the project is in place. The film will be in the classic, traditional 2D animation style.
On April 9th, 2007, a Blu-Ray version of Dragon's Lair was released. This uses the same HD transfer as the aforementioned PC release, but went through a 6 month process to clean and remaster the image. Dragon's Lair Blu-Ray is the first title to fully utilize BD-J technology.[1] An HD DVD version has also been announced by Digital Leisure with an August 15th release date.[2]
Year | ## | Platform | Media | Developer | Publisher | Other notes |
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1983 | 01 | Arcade game | Starcom | Cinematronics | Orginal Release | |
1984 | 02 | Coleco Adam | Cartridge | Coleco | ||
03 | Coleco Adam | Floppy | Coleco | |||
1986 | 04 | Amstrad CPC | Cartridge | Software Projects | ||
05 | Amstrad CPC | Floppy | Software Projects | |||
06 | ZX Spectrum | Cassette | Software Projects | |||
07 | Commodore 64 | Cassette | Software Projects | |||
1987 | 09 | ZX Spectrum | Cartridge | Software Projects | Budget Release | |
10 | Amstrad CPC | Cassette | Software Projects | Released name: "Escape From Singe’s Castle" | ||
11 | Amstrad CPC | Floppy | Software Projects | Released name: "Escape From Singe’s Castle" | ||
12 | ZX Spectrum | Cassette | Software Projects | Released name: "Escape From Singe’s Castle" | ||
13 | Commodore 64 | Cassette | Software Projects | Released name: "Escape From Singe’s Castle" | ||
1989 | 14 | Commodore Amiga | Floppy | Readysoft | ||
15 | Commodore Amiga | Floppy | Readysoft | Released name: "Escape From Singe’s Castle" | ||
16 | Atari ST | Floppy | Readysoft | |||
17 | Personal Computer | Floppy | Sullivan Bluth / Merit Software | Released On: 5.25" Floppy | ||
18 | Personal Computer | Floppy | Sullivan Bluth / Merit Software | Released On: 3.5" Floppy | ||
1990 | 19 | Nintendo Entertainment System | Cartridge | Elite | ||
20 | Game Boy | Cartridge | Elite | |||
21 | Macintosh Plus / SE | Floppy | Readysoft | |||
22 | Atari ST | Cartridge | Readysoft | |||
1991 | 23 | Personal computer | Floppy | Readysoft | ||
24 | Personal computer | Floppy | Readysoft | Released name: Escape From Singe’s Castle, (includes some non original arcade levels) | ||
25 | Personal computer | Floppy | Readysoft | Released name: Escape From Singe’s Castle | ||
26 | Apple Macintosh | Floppy | Readysoft | Released name: Escape From Singe’s Castle, (This version includes few levels from the orginial arcade game Dragon's Lair II : Timewarp) | ||
1992 | 27 | Super Nintendo Entertainment System | Cartridge | Data East | ||
1993 | 28 | Sega CD | CD-ROM | Readysoft | ||
29 | Personal computer | CD-ROM | Readysoft | |||
30 | 3DO | CD-ROM | Readysoft | |||
31 | Sega Mega-CD | CD-ROM | Readysoft | |||
1994 | 32 | Apple Macintosh | CD-ROM | Readysoft | ||
33 | CD-I | CD-ROM | Readysoft | |||
1995 | 34 | Atari Jaguar | CD-ROM | Readysoft | ||
1997 | 35 | Windows 95 | CD-ROM | Digital Leisure | Release Name: Deluxe Pack, (Also Contained Space Ace & Dragons Lair II) | |
36 | Personal Computer | DVD-ROM | Digital Leisure | |||
1998 | 38 | Home DVD players | DVD | Digital Leisure | ||
39 | Windows 98 | DVD-ROM | Digital Leisure | |||
2000 | 40 | Game Boy Color | Cartridge | Capcom | ||
41 | PlayStation 2 | DVD | Digital Leisure | |||
2001 | 42 | Windows XP | CD-ROM | Digital Leisure | Arcade Authentic | |
43 | Xbox | DVD | Digital Leisure | |||
2002 | 44 | Home DVD players | DVD | Digital Leisure | Release Name: "20th Anniversary Pack" | |
45 | Apple Macintosh | DVD-ROM | Digital Leisure | |||
46 | GameCube | CUBE-DVD | DragonStone | Capcom | Remake name: "Dragons Lair 3D" | |
47 | Xbox | Xbox-DVD | DragonStone | UbiSoft | Remake name: "Dragons Lair 3D" | |
48 | Personal Computer | CD-ROM | DragonStone | UbiSoft | Remake name: "Dragons Lair 3D" | |
2003 | 49 | Windows XP | CD-ROM | Digital Leisure | Release Name: 20th Anniversary Pack | |
2004 | 50 | PlayStation 2 | PS2-DVD | DragonStone | THQ | Release Name: Dragon’s Lair 3D - Special Edition |
51 | GameCube | CUBE-DVD | DragonStone | THQ | Release Name: Dragon’s Lair 3D - Special Edition | |
2005 | 52 | Mobile Phone | Download | Disney Mobile | ||
2006 | 53 | Windows XP | DVD-ROM | Digital Leisure | High Defination WMV | |
2007 | 54 | Home Blu-ray players | BD-R | Infinite HD | Digital Leisure | |
55 | PlayStation 3 | BD-R | Infinite HD | Digital Leisure | ||
56 | Home HD DVD players | HD DVD | Infinite HD | Digital Leisure | ||
57 | Xbox 360 | HD DVD | Infinite HD | Digital Leisure | ||
Future Releases | 58 | Nintendo DS | DS Game Card | Wizardry Engineering | TBA |
Development on the game began in 1983 after the success of the original Dragon's Lair,
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INTERACTIVE GAMES-Pioneer LaserActive |
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FURRY ART Что такое ФУРРИ? |
Теперь разберем подробно данное определение:
"Furry - существа, сочетающие в себе в разном соотношении анатомические черты человека и животного..." - это, пожалуй, та часть, которая не вызовет никаких нареканий и разногласий. Здесь речь идет только об анатомическом строении, указывается на различное сочетание соответствующих признаков.
"...обладающие необычайной внешней привлекательностью..." - это, по мнению автора, есть обязательный признак Furry. Именно внешняя привлекательность, миловидность, красивые и милые мордочки так притягивают нас к этим рисункам, и заставляют зрителя наделять Furry персонажей самыми положительными качествами. Причем внешняя привлекательность должна быть именно необычайной - в этом и есть основной феномен Furry. Только художник, глубоко понимающий сущность задачи, может изобразить Furry. Ни один маринист, портретист, и даже аниматор не сможет создать истинно пушистый рисунок, не зная и не понимая Furry, не чувствуя этого феномена, какой бы высочайшей техникой он не обладал.
"...внутренней позитивностью..." - как правило, симпатичное, привлекательное лицо располагает к себе (о каком бы герое или персонаже ни шла речь) Мы подсознательно считаем его добрым, милым, он вызывает позитивные эмоции. Если такое впечатление подкрепляется сюжетом рисунка - оно усиливается и укрепляется. Даже злодеи могут быть чрезвычайно обаятельны, грациозны, и располагать к себе. А если говорить о Furry персонажах, то даже если они и проявляют агрессию или насилие это выглядит оправдано, и не вызывает неприятных эмоций. (в противном случае, это уже будет не Furry-art, а нечто другое)
"...часто сексапильность..." - Не всегда, но достаточно часто фуррики проявляют откровенно сексуальное поведение, искренне показывают свое расположение и симпатии к партнеру, обладают сексапильной внешностью. (Вряд ли кто-то из фурристов будет это отрицать :-)
"...обыкновенно графически изображаемые как анимационные персонажи..." - здесь упор сделан на то, что Furry как реальный биологический организм не будет иметь той притягательности и внешней привлекательности как анимационный персонаж. Это, скорее, будет уродство. Такое существо будет вызывать скорее страх и неприязнь, чем симпатию. Разумеется, возможны варианты, поэтому в определении категорично этот тезис не утверждается.
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What shall we Download today? |
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SOFT |
[webfile.ru]_Download Master 5.3.3.1087.rar мастер загрузки. |
3 Mб |
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Все, что вы хотели скачать в Интернете, но не имели возможности! |
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Портал, где можно бесплатно скачать mp3 песни |
Вы уже давно заметили, что в Интернете практически пропали mp3-порталы, предлагающие скачать бесплатно mp3 музыку и саундтреки. Многие сервера были закрыты, а некоторые стали предоставлять mp3 музыку для скачивания за деньги с последующим отчислением комисионных правообладателям.
Jetune.ru - другая категория легальных mp3-сайтов. Тут можно скачать бесплатно любые песни и альбомы из огромного архива. Это один из немногих легальных мп3-порталов, предлагающих mp3-сборники для ознакомления в высоком качестве качестве и с высокой скоростью загрузки!
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INTERACTIVE GAMES-TURBO-TRAX 16 |
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Nintendo 64 |
Nintendo 64 | |
Nintendo 64, обычно называемая N64, это третье детище компании Nintendo в сфере домашних видеоигровых систем. Нинтендо 64 появилась 23 июня 1996 года в Японии, 29 сентября 1996 года в Северной Америке, 1 марта 1997 года в Европе и Австралии и 1 сентября 1997 года во Франции. В Японии и Северной Америке приставка была запущена только с двумя разработанными играми: Super Mario 64 и PilotWings 64, в то время как в Европе была третья игра Star Wars: Shadows of the Empire. При поступлении в продажу Nintendo 64 стоила 199$.
Впервые Nintendo 64 была представлена публике 24 ноября 1995 года как Nintendo Ultra 64 на седьмой ежегодной Шошинкайской выставке программных продуктов в Японии (хотя первые фотографии появились в американских журналах в июне 1993 года).
Во время разработки N64 имела кодовое имя «Project Reality». Название «Project Reality» появилось в результате спекуляций внутри самой Nintendo о том, что аппарат сможет генерировать графические изображения (CGI) наравне с тогдашними передовыми компьютерами, позднее название было изменено на Nintendo Ultra 64, указывая на 64 битный процессор, а первого февраля 1996 года Nintendo отбросила слово «Ultra» из названия за 5 месяцев до официального релиза в Японии.
После первого анонса две компании Rareware и Midway разработали аркадные игры Killer Instinct и Cruis’n USA, в которых по заявлению разработчиков использовалась оборудование Ultra 64. На самом деле это было далеко от истины, так как аркады использовали жёсткие диски и TMS процессоры. Killer Instinct была самой продвинутой игрой своего времени в графическом плане.
Первая система, объявившая себя 64 битной была Atari Jaguar (хотя это оспаривается до сих пор, так как она имела два 32-битных процессора, но графический процессор был 64-битный).
Nintendo 64 была разработана компанией Silicon Graphics Inc. N64 была первой консолью, поддерживающей mipmapping и anti-aliasing. Ахиллесовой пятой приставки была нехватка памяти для хранения текстур (память картриджей и системная память). Это заставило разработчиков применять текстуры с низким разрешением, которые были очень сильно смазаны применением bilinear фильтра.
Nintendo 64 была последней картриджной приставкой... (снимаем шляпу, пускаем слезу=)
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BETTY BOOP |
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Аудио-запись: Promiscuous (feat. Timbaland) |
Музыка |
FreDDina |
Promiscuous (feat. Timbaland) |
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Аудио-запись: Dj SchneeNIK _ Geiger |
Музыка |
SchneeNik |
Dj SchneeNIK _ Geiger |
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Аудио-запись: Dj Львов | Fort Dance 06 (part 1) |
Музыка |
MDariya |
Dj Львов | Fort Dance 06 (part 1) |
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Комментарии (0)Комментировать |
Аудио-запись: Redman - Put It Down |
Музыка |
VinilGod |
Redman - Put It Down |
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Аудио-запись: James talk - remote (deadmau5 remix) |
Музыка |
VinilGod |
James talk - remote (deadmau5 remix) |
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Комментарии (0)Комментировать |
Аудио-запись: david_guetta_-_love_is_gone |
Музыка |
Agey4eek |
david_guetta_-_love_is_gone |
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Комментарии (0)Комментировать |
cartoon image |
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AMERICAN LASER GAMES-ВКАД В ИСТОРИЮ ВИДЕО ИГР |
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