Computer games
Found in 6 Collections and/or Records:
Movies and Games: Living with a License [audiocassette], May 7, 1989, 3:15pm
"How do you capture the essence of a licensed movie and turn it into an interactive experience? What are the good and bad points of licensing in our industry? The panelists will share their experiences in creating license-based games." —Description from Computer Game Developers' Conference 1989 program
Movies and Games: Living with a License, side A [audiocassette], May 7, 1989, 3:15pm
"How do you capture the essence of a licensed movie and turn it into an interactive experience? What are the good and bad points of licensing in our industry? The panelists will share their experiences in creating license-based games." —Description from Computer Game Developers' Conference 1989 program
Movies and Games: Living with a License, side B [audiocassette], May 7, 1989, 3:15pm
"How do you capture the essence of a licensed movie and turn it into an interactive experience? What are the good and bad points of licensing in our industry? The panelists will share their experiences in creating license-based games." —Description from Computer Game Developers' Conference 1989 program
The Golden Days of Computer Games [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 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
