Властелины Doom. Как двое парней создали игровую индустрию и воспитали целое поколение геймеров - Дэвид Кушнер
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58
Kent, First Quarter, pp. 73–74.
59
Randall Packer and Ken Jordan, Multimedia: From Wagner to Virtual Reality (New York: W. W. Norton, 2001), p. xx.
60
Ibid.
61
Aldous Huxley, Brave New World (New York: Harper and Row, 1946), p. 113.
62
Morton Heilig, «El Cin del Futuro», Espacios (Mexico), no. 23–24, January – June 1955, as cited by Packer and Jordan, Multimedia, p. 227.
63
Myron Krueger, Responsive Environments, American Federation of Information Processing Systems 46, June 13–16, 1977, pp. 423–433, as cited by Packer and Jordan, Multimedia, p. 115.
64
Scott Fisher, Virtual Interface Environments: The Art of Human-Computer Interface Design, edited by Brenda Laurel (Reading, Mass.: Addison-Wesley, 1989), as cited by Packer and Jordan, Multimedia, pp. 237–251.
65
Ibid., p. 246.
66
Id anthology, id Software, 1996.
67
Из архивов Тома Холла.
68
Id anthology.
69
Freiberger and Swaine, Fire in the Valley, p. 372.
70
Games That People Play, p. 52.
71
Id software is brought to you: аудиозапись из архивов Ромеро.
72
Ron Dippold, Wolfenstein 3D Reviewed, Game Bytes [фотокопия из архивов Ромеро; дата и номер страницы неизвестны].
73
Из архивов Ромеро.
74
Wolfenstein Review, Shareware Update [фотокопия из архивов Ромеро; дата и номер страницы неизвестны].
75
Wolfenstein 3D, Video Games and Computer Entertainment, September 1992, p. 113.
76
The Third Reich in the Third Dimension, Computer Gaming World, 1992, pp. 50, 52.
77
Reality Rocket Enables You to Really Get into Video Game, Courier-Journal (Louisville, KY), September 19, 1992, p. 2S.
78
Из раздела часто задаваемых вопросов на сайте Wolfenstein 3D, ftp://ftp.gamers.org/pub/games/wolf3d/docs/Wolfenstein-3D.faq.
79
Revived Game Is Heavy on the Gore, Toronto Star, November 21, 1992, p. J4.
80
PC Computing, December 1992, p. 176.
81
BBS Callers Digest, August 1992, pp. 30–34. 13 Tom documented: из архивов Ромеро.
82
Apogee: The Height of Shareware, Electronic Games, 1992, p. 45 [фотокопия из архивов Скотта Миллера; дата неизвестна].
83
John Mendoza, The Official Doom Survivor’s Strategies and Secrets (Alameda, Calif.: SYBEX, 1994), p. 257.
84
Ibid.
85
They’re Going to Hell for This One, Computer Gaming World, June 1993, p. 102.
86
PC Data, 2000.
87
Surrealistic Puzzle Paradise, Wired, January 1994; www.wired.com/wired/archive/2.01/streetered.html?pg=3.
88
Nightly Business Report, November 2, 1992.
89
You started posting hype: comp.sys.ibm.pc.games.action, August 19, 1993.
90
Ibid., November 2, 1993.
91
Hank Leukart, comp.sys.ibm.pc.games.action, December 9, 1993.
92
Douglas Adler, Computer Paper, December 1993, as cited in comp.sys.ibm.pc.games.action.
93
Kent, First Quarter, p. 373.
94
Sheff, Game Over, p. 460.
95
Senator Lieberman was also joined: Cited in J. C. Herz, Joystick Nation: How Video Games Ate Our Quarters, Won Our Hearts, and Rewired Our Minds (New York: Little, Brown, 1995), p. 189.
96
Jones, Killing Monsters, pp. 134–137.
97
Kent, First Quarter, p. 4.
98
Games People Play, p. 51.
99
Video Games: Help or Hazard to Children’s Health? UPI, November 16, 1982.
100
Video Games – Fun or Serious Threat? U.S. News & World Report, February 22, 1982, p. 7.
101
Video Games Assailed in Asia, Facts on File World News Digest, December 31, 1982.
102
U.S. News & World Report, February 22, 1982, p. 7.
103
Video Game Fever – Peril or Payoff for the Computer Generation, Children’s Health, September 1983, pp. 24–25.
104
Pac-Man Perils, MacNeil/Lehrer Report, December 29, 1982.
105
Sheff, Game Over, p. 189; Herz, Joystick Nation, p. 184.
106
Invasion of the Video Creatures, Newsweek, November 16, 1981, p. 90.
107
Personality Differences Between High and Low Electronic Video Game Users, Journal of Psychology 114, 1983, pp. 159–165. Cited in Herz, Joystick Nation, p. 184.
108
Invasion of the Video Creatures, p. 90.
109
Joint Hearings Before the Subcommittee on Juvenile Justice, One Hundred Third Congress, Serial No. J-103–37, December 9, 1993.
110
Freiberger and Swaine, Fire in the Valley, pp. 409–411.
111
A DOOM Boom, Dallas Morning News, May 17, 1994, p. 15A.
112
DOOM Bursts onto College Computer Networks, Houston Chronicle, December 15, 1993, Business, p. 1.
113
DOOM Bursts onto College Computer Networks, p. 1.
114
Lovers of Guts and Gore Should Meet This DOOM, Courier-Journal (Louisville, Ky.), May 7, 1994, p. 2S.
115
3D Applications Can Add New Dimension to Business World, PC Week, January 31, 1994, p. 59.
116
The Best in Arcade Game Software, Compute, January 1994, p. S1.
117
Games, The Guardian (London), January 13, 1994, p. 17.
118
DOOM Awaits Fun-Seeking PC Owners, Arizona Republic, March 6, 1994, p. E1.
119
A Visit to the id Office, Electronic Games, January 1995, p. 39.
120
DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.
121
Former Student Repays School with Computer Equipment, Kansas City Star, April 21, 1994, p. C4.
122
Microsoft Gets Serious About Fun in Windows, Business Wire, April 26, 1994.
123
Hit Game Sequel Spells ‘Doom’ Again, San Francisco Chronicle, October 8, 1994, p. E1.
124
Profits from the Underground, Forbes, May 9, 1994, p. 176.
125
Wallowing in Doom 2, New York Times, May 15, 1994, Styles, p. 8.
126
DOOM Brings a New Dimension to 3D Games, USA Today, May 25, 1994, p. 3D.
127
A DOOM Boom; Software Firm Creates a Monster Hit via the Information Superhighway, Dallas Morning News, May 17, 1994, p. 15A.
128
Good, Strong Guidelines Needed; Gory Game Gives Cause for Concern, South China Morning Post, March 22, 1994, p. 1.
129
Duke Nukem Banned in Brazil, Reuters, December 21, 1999.
130
Kent, First Quarter, pp. 382–384.
131
Virtual Addiction, Austin American-Statesman, April 2, 1994, p. F1.
132
Players Get Virtual Kicks in DOOM Tournament, Austin American-Statesman, May 8, 1994, p. B1.
133
Cited in Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (Boston: Beacon, 1955), pp. 18–19.
134
Ibid., p. 1.
135
Marshall McLuhan, Understand Media: The Extensions of Man (New York: McGraw-Hill, 1964), pp. 208–211.
136
DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.
137
DOOM and Links 3.6 Pro Give Hours of Fun, Chicago Sun-Times, October 17, 1994, Financial, p. 54.
138
New York Times, September 3, 1994, sec. 1, p. 35.
139
Doomonomics, Economist, May 25, 1996, pp. 12–14.
140
Power Finance or Boot Strap? Red Herring, December 1994, p. 81.
141
DOOM Goes to War, Wired, April 1997, pp. 114–118.
142
Top Software, Entertainment Weekly, June 9, 1995.
143
Microsoft Shows Games at Halloween Bash, UPI International, October 30, 1995.