Presentations
Found in 77 Collections and/or Records:
The Golden Days of Computer Games, side A [audiocassette], May 7, 1989, 10:15am
"Return with us to the thrilling days of yesteryear (about ten years ago). The days when user manuals meant photocopies of typewritten pages, packaging meant ziplock bags, and advertising meant classifieds in Creative Computing. The days when you could write your game in three months of spare time for computers with a whopping 128 bytes of RAM." —Description from Computer Game Developers' Conference 1989 program
The Golden Days of Computer Games, side B [audiocassette], May 7, 1989, 10:15am
"Return with us to the thrilling days of yesteryear (about ten years ago). The days when user manuals meant photocopies of typewritten pages, packaging meant ziplock bags, and advertising meant classifieds in Creative Computing. The days when you could write your game in three months of spare time for computers with a whopping 128 bytes of RAM." —Description from Computer Game Developers' Conference 1989 program
The Press and Games [audiocassette], May 8, 1989, 2:00pm
"How does news of your latest great program reach the world? Who do you talk to, what do you say? Who writes the reviews? What is your publisher's PR department doing for you, and how?" —Description from Computer Game Developers' Conference 1989 program
The Press and Games, side A [audiocassette], May 8, 1989, 2:00pm
"How does news of your latest great program reach the world? Who do you talk to, what do you say? Who writes the reviews? What is your publisher's PR department doing for you, and how?" —Description from Computer Game Developers' Conference 1989 program
The Press and Games, side B [audiocassette], May 8, 1989, 2:00pm
"How does news of your latest great program reach the world? Who do you talk to, what do you say? Who writes the reviews? What is your publisher's PR department doing for you, and how?" —Description from Computer Game Developers' Conference 1989 program
The Process of Building Games [audiocassette], May 7, 1989, 9:00am
"How do you get from an idea on paper to a package on a store shelf? Joe will cover the complete process, including storyboarding, technical review, design discipline, prototyping, playtesting and bugtesting, polishing and finishing." —Description from Computer Game Developers' Conference 1989 program
The Process of Building Games, side A [audiocassette], May 7, 1989, 9:00am
"How do you get from an idea on paper to a package on a store shelf? Joe will cover the complete process, including storyboarding, technical review, design discipline, prototyping, playtesting and bugtesting, polishing and finishing." —Description from Computer Game Developers' Conference 1989 program
The Process of Building Games, side B [audiocassette], May 7, 1989, 9:00am
"How do you get from an idea on paper to a package on a store shelf? Joe will cover the complete process, including storyboarding, technical review, design discipline, prototyping, playtesting and bugtesting, polishing and finishing." —Description from Computer Game Developers' Conference 1989 program
The Publishers' Panel [audiocassette], May 8, 1989, 4:30pm
"Gathered here together are the decision makers from Broderbund, Mediagenic, Accolade, Origin, Electronic Arts, and Epyx. They will discuss their views on the state of the industry and answer your questions." —Description from Computer Game Developers' Conference 1989 program
The Publishers' Panel, side A [audiocassette], May 8, 1989, 4:30pm
"Gathered here together are the decision makers from Broderbund, Mediagenic, Accolade, Origin, Electronic Arts, and Epyx. They will discuss their views on the state of the industry and answer your questions." —Description from Computer Game Developers' Conference 1989 program
