O Blog de Nichaedemus
: Maio 2010
Happy 30th Birthday Pac-Man!
ENVIADA EM 22/05/10
\r\n\r\n\r\n\r\n
\r\n
\r\n

\r\nIt was this day on May 22, 1980 that the Pac-Man arcade video game first debuted in Japan as Puck-Man. Developed by Namco and later licensed to Midway, Pac-Man became an instant classic and is to this very day synonymous with the video game medium. Here is a sampler from the official Pac-Man website:\r\n


\r\n

\r\n\r\n\"PAC-MAN is a cultural icon whose popularity has crossed the globe for 30 years. This official PAC-MAN 30th Anniversary site is dedicated to telling the story of PAC-MAN through his games, gear, and accomplishments. His journey through the maze of gaming infamy is far from over! Be sure to check in as the story is told that is distinctly PAC-MAN!\"\r\n\r\n


\r\n

\r\nYou can check out the one and true website dedicated to this 80\'s classic pop icon here:\r\n


\r\n

\r\nhttp://pacman.com/en/\r\n


\r\n

\r\nAlso, be sure to check out the neat and playable Google Doodle dedicated to the video game idol!\r\n

Epic 3D Dungeons
ENVIADA EM 12/05/10
\r\n\r\n

\r\n

\r\nIndie developer Jay Barnson has written up a new article over at Tales of the Rampant Coyote. In it, he describes how dungeon level design has developed over the span of a quarter century, from classic TSR tabletop modules all the way to the complex 3D worlds of modern CRPGs. Here is an excerpt:\r\n


\r\n

\r\n\r\n\"The early first-person-perspective Computer RPGs worked well translating the old 2D graph-paper maps. These games offered four directional views in a tile-based world. They really couldn\u2019t show curves or any walls oriented in anything but the four cardinal directions, but they got the job done okay. \r\n


\r\n

\r\nAnd of course, the top-down or isometric view CRPGs worked fine with these kinds of maps, although again everything worked best at nice 90 degree angles without very many exceptions. The descendants of these latter games still stick to the nice 2D, rectilinear maps pretty well, though they often offer more interesting wall and floor shapes and height changes.\"\r\n\r\n


\r\n

\r\nThis article is an interesting read in its own right - but even more so, if the reader just so happens to be a level designer in video games. The rest of the article can be found at the following link:\r\n


\r\n

\r\nhttp://rampantgames.com/blog/?p=454\r\n

EA Reports Financial Results - Exceeds Q4 FY10 Non-GAAP EPS Guidance
ENVIADA EM 12/05/10
\r\n\r\n

\r\n

\r\nFor your reading pleasure, here is a series of EA\'s fiscal 2010 highlights:\r\n


\r\n

\r\n\r\n\r\nFourth Quarter and Fiscal Year 2010 Results\r\n\r\n\r\n

\r\n\r\n
  • \u25CF EA leads the industry in quality with 20 titles earning a Metacritic rating of 80 or above.\r\n
  • \u25CF EA is ranked #1 publisher with 19 percent segment share, up 1.7 points from the prior year, with four of the top 20 games in North America and four of the top 20 games in Europe.\r\n
  • \u25CF EA is ranked #1 publisher on the PlayStation(R)3, Xbox 360(R), PC, and PlayStation(R)2. EA is the #1 third party publisher on the Wii and PSP(R) platforms.\r\n
  • \u25CF EA was named to the 2010 Fortune 500 company list in April 2010.\r\n
  • \u25CF Five EA titles sold more than four million units in the fiscal year: FIFA 10, Madden NFL 10, The Sims (TM)3, Battlefield: Bad Company 2, and Need for Speed(TM) Shift.\r\n
  • \u25CF EA strengthened its portfolio by launching new intellectual property -- EA SPORTS Active(TM), Dragon Age(TM), and Dante\'s Inferno.\r\n
  • \u25CF EA\'s non-GAAP digital revenue, which includes online and wireless, was $570 million, up 33 percent year-over-year.\r\n
  • \u25CF EA Mobile(TM), the world\'s leading publisher of games for wireless, delivered non-GAAP revenue of $212 million for fiscal 2010 -- up 12 percent year-over-year.\r\n
  • \u25CF Battlefield 1943(TM) sold over 1.5 million units to date and is the best-selling download-only game on PlayStation Network and Xbox LIVE(R) Arcade.\r\n
  • \u25CF EA has sold over eight million units worldwide of Hasbro(R) branded family and kids video games to date.\r\n
  • \u25CF The Sims franchise has sold over 125 million units worldwide to date.\r\n
  • \u25CF FIFA 10 has sold over 10 million units since launch.\r\n
  • \r\n

    \r\nYou can read the rest at the following link:\r\n


    \r\n

    \r\nhttp://www.marketwatch.com/story/ea-reports-fourth-quarter-and-fiscal-year-2010-results-2010-05-11?reflink=MW_news_stmp\r\n

    Best Of Tom’s Hardware: How To Build A PC
    ENVIADA EM 06/05/10
    \r\n\r\n

    \r\n

    \r\nThe good folks over at Toms Hardware have updated their perennial guide to building a PC with new tips, tricks, and sage advice. If you are in the market for a new computer and plan to have it custom built, this guide is a must read:\r\n


    \r\n

    \r\n\"Even though the computer industry\'s primary constant is change, there are several \"constant constants\" to aid builders in component selection. Tom\'s Hardware Guide has been a primary resource, covering the latest technologies for over thirteen years. Our community members have answered individual hardware questions for nearly as long, both sources working to prevent common mistakes that might ruin a well-intentioned PC project.\"\r\n


    \r\n

    \r\nThe comprehensive 17-page article can be found at the following link:\r\n


    \r\n

    \r\nhttp://www.tomshardware.com/reviews/build-your-own-pc,2601.html\r\n

    The Golden Era of Game Manuals
    ENVIADA EM 04/05/10
    \r\n\r\n
    \r\n
    \r\n

    \r\nJay Barnson over at the Tales of the Rampant Coyote website has written up a short editorial piece entitled \"Manual Labor.\" In it he describes a bygone era where games, CRPGs in particular, would typically come with printed manuals that were simply overflowing with information or were even spiral-bound. He then goes on to explain the demise of the printed manual due to the \"streamlining\" of modern RPG games:\r\n


    \r\n

    \r\n\"But back when I discovered the hobby, memory and disk space (we used floppies back then) were at a premium, and so much of the cool detail of the game was found in\u2026 tah-dah! The manual. In the Temple of Apshai, it even went so far as to have the deion of all the dungeon rooms and treasures in the manual itself. Even as late as the D&D Gold Box series (late 80\u2019s to the very early 90s), the manual(s) contained journal entries with a lot of additional information and clues to help you in the game. By that time, the amount of text wasn\u2019t the problem, but the lack of screen real estate at 320 x 200 for displaying text usually was. Some manuals even went so far as to be written entirely from an in-game perspective, going through great contortions to explain the controls without completely departing from the contextual fiction (as some in-game tutorials do today).\"\r\n


    \r\n

    \r\nThe rest of the editorial can be read at the following link:
    \r\n


    \r\n

    \r\nhttp://rampantgames.com/blog/?p=382\r\n