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79956540573
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Besides all the arcade video games based on movies, there are many home video games based on film and television. For the Atari 2600 alone, cartridges based on movies include: 48 Hours, 9 to 5, Butch Cassidy and the Sundance Kid, China Syndrome, Deep Throat, Dragonslayer, E. T. The Extra-Terrestrial, Escape from Alcatraz, Excalibur, Fantastic Voyage, Friday the 13th, Ghostbusters, Ghostbusters II, Gremlins, Jaws, Karateka, Marathon Man, Poltergeist, Porky's, Raiders of the Lost Ark, Star Trek II: The Wrath of Khan, Star Trek III: The Search For Spock, five different games based on Star Wars films, Texas Chainsaw Massacre, The Day the Earth Stood Still, The Last Starfighter, Towering Inferno, Trail of the Pink Panther, and Tron Deadly Discs. Game cartridges listed based on television shows include: $25,000 Pyramid, A Game of Concentration, Dukes of Hazzard, Emergency, Family Feud, Flipper, Jeopardy, Joker's Wild, Knight Rider, M A S
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Besides all the arcade video games based on movies, there are many home video games based on film and television. For the Atari 2600 alone, cartridges based on movies include: 48 Hours, 9 to 5, Butch Cassidy and the Sundance Kid, China Syndrome, Deep Throat, Dragonslayer, E. T. The Extra-Terrestrial, Escape from Alcatraz, Excalibur, Fantastic Voyage, Friday the 13th, Ghostbusters, Ghostbusters II, Gremlins, Jaws, Karateka, Marathon Man, Poltergeist, Porky's, Raiders of the Lost Ark, Star Trek II: The Wrath of Khan, Star Trek III: The Search For Spock, five different games based on Star Wars films, Texas Chainsaw Massacre, The Day the Earth Stood Still, The Last Starfighter, Towering Inferno, Trail of the Pink Panther, and Tron Deadly Discs. Game cartridges listed based on television shows include: $25,000 Pyramid, A Game of Concentration, Dukes of Hazzard, Emergency!, Family Feud, Flipper, Jeopardy, Joker's Wild, Knight Rider, M A S H, M A S H II, Magnum P I, Mission Impossible, Password, three different games based on Romper Room, Scooby Doo, Star Trek, The A-Team, The Flintstones, The Incredible Hulk, The Price Is Right, Tic-Tac-Dough, and Wheel of Fortune
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4
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64949112398
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Arcade Classics
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October/November
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Kesten, Lou, "Arcade Classics," Games magazine (October/November 1989), pages 40-41
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(1989)
Games magazine
, pp. 40-41
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Lou, K.1
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6
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79956547703
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Although the video game itself grew out of mainframe computer games, home computer games using a television set were first patented by Ralph Baer, on August 10, 1970, as patent #3,829,095 Sullivan, Screen Play, page 17
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Although the video game itself grew out of mainframe computer games, home computer games using a television set were first patented by Ralph Baer, on August 10, 1970, as patent #3,829,095 (see Sullivan, Screen Play, page 17)
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7
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79956547702
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Tout va bien also has a number of long tracking shots which are visually very similar to scrolling video game graphics
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Tout va bien also has a number of long tracking shots which are visually very similar to scrolling video game graphics
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8
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64949112397
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As for as the player-character's movement off the edge of the screen and back on at the opposite side, it is exactly like the on-and-off movement in spaces of type 3, except for the change of background, which indicates the new space
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As for as the player-character's movement off the edge of the screen and back on at the opposite side, it is exactly like the on-and-off movement in spaces of type 3, except for the change of background, which indicates the new space
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9
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64949173775
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The Lonely Villa and Griffith's Paradigmatic Style
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Spring
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Altman, Rick, "The Lonely Villa and Griffith's Paradigmatic Style," Quarterly Review of Film Studies (Spring 1981), Volume 6, Number 2, pages 123-124
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(1981)
Quarterly Review of Film Studies
, vol.6
, Issue.2
, pp. 123-124
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Altman, R.1
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10
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79956540670
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Adams, Robert L., D. W. Griffth and the Use of Off-Screen Space, Cinema Journal, XV, Number 2, pages 53-57
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See Adams, Robert L., "D. W. Griffth and the Use of Off-Screen Space," Cinema Journal, Volume XV, Number 2, pages 53-57
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11
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0011563093
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trans. Helen Lane New York: Praeger
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Burch, Noël, Theory of Film Practice, trans. Helen Lane (New York: Praeger, 1973), page 17
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(1973)
Theory of Film Practice
, pp. 17
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Burch, N.1
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12
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79956547689
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The asteroids in Atari's arcade game Asteroids were vector graphics that passed over each other, superimposed on each other, and so could not be considered to be an example of Burch's sixth segment of off-screen space
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The asteroids in Atari's arcade game Asteroids were vector graphics that passed over each other, superimposed on each other, and so could not be considered to be an example of Burch's sixth segment of off-screen space
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13
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79956547581
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If one player's Spy enters the room the other one is in, the action appears on one of the screens, and the other goes blank, until the Spies are in separate rooms again; thus there can be times in the game where off-screen space (from either player's point of view) is not depicted on-screen. Likewise, High Velocity also merges its views when players are close together
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If one player's Spy enters the room the other one is in, the action appears on one of the screens, and the other goes blank, until the Spies are in separate rooms again; thus there can be times in the game where off-screen space (from either player's point of view) is not depicted on-screen. Likewise, High Velocity also merges its views when players are close together
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14
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85037574706
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Space in the Classical Film
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David Bordwell, Janet Staiger, and Kristin Thompson, New York: Columbia University Press
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See Bordwell, David, "Space in the Classical Film," in David Bordwell, Janet Staiger, and Kristin Thompson, The Classical Hollywood Cinema: Film Style and Mode of Production to 1960 (New York: Columbia University Press, 1985), pages 50-59
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(1985)
The Classical Hollywood Cinema: Film Style and Mode of Production to 1960
, pp. 50-59
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Bordwell, D.1
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15
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79956540611
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rior to video games, flight simulators using computer animation offered first-person perspectives of interactive three-dimensional environments, but these were not commercially available for public use
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Prior to video games, flight simulators using computer animation offered first-person perspectives of interactive three-dimensional environments, but these were not commercially available for public use
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16
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79956580124
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Text adventures created a first-person perspective verbally by describing what a player was seeing, hearing, feeling, etc. (although grammatically employing you in the text instead of I); but this is, of course, much different than a game with graphics
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Text adventures created a first-person perspective verbally by describing what a player was seeing, hearing, feeling, etc. (although grammatically employing "you" in the text instead of "I"); but this is, of course, much different than a game with graphics
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17
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79956562074
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When the elevator in the tall tree is running, it produces a periodic, metallic ka-chunk sound that can be heard even on other parts of the island; likewise, when the right plaques by the fountain are activated, there is an off-screen sound of water indicating that something is happening. Games, then, that have similar spatial structures as those seen in films can use off-screen sounds in a fashion similar to film
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When the elevator in the tall tree is running, it produces a periodic, metallic ka-chunk sound that can be heard even on other parts of the island; likewise, when the right plaques by the fountain are activated, there is an off-screen sound of water indicating that something is happening. Games, then, that have similar spatial structures as those seen in films can use off-screen sounds in a fashion similar to film
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18
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0002541554
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Cyberspace: Some Proposals
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Benedikt, Michael, ed, Cambridge, Mass: The MIT Press
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Benedikt, Michael, "Cyberspace: Some Proposals," in Benedikt, Michael, ed., Cyberspace: First Steps (Cambridge, Mass: The MIT Press, 1991)
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(1991)
Cyberspace: First Steps
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Benedikt, M.1
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19
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79956561971
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QuickTime VR: An Overview of Apple's Virtual Reality Tools
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For an overview of the technology and how it works, March
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For an overview of the technology and how it works, see Milano, Dominic, "QuickTime VR: An Overview of Apple's Virtual Reality Tools," Interactivity (March 1996), pages 34-43
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(1996)
Interactivity
, pp. 34-43
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Milano, D.1
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