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Was the Lion King Game on SNES Intentionally Difficult?

If you’ve indulged in gaming back in the early 90s, you would have probably remembered the Super Nintendo Entertainment System (SNES). From the Super Mario series to Disney titles like Aladin and Duck Tales. But did you know that there was one Disney Game that was intentionally made to be difficult? Disney’s The Lion King …

Was the Lion King Game on SNES Intentionally Difficult? Read More »

The first character on screen in Super Mario 64 is Lakitu, Mario’s camera operator. Because the 1996 game was the first in the series to have 3D gameplay, the developers needed to teach players that they were controlling both Mario AND the camera.

Super Mario 64 introduced the camera as a friend and foe in video games When the Nintendo 64 launched in the United States in September of 1996, players had just two games to choose from: a flight simulator called Pilotwings 64 and the latest entry in one of the most popular series in video game …

The first character on screen in Super Mario 64 is Lakitu, Mario’s camera operator. Because the 1996 game was the first in the series to have 3D gameplay, the developers needed to teach players that they were controlling both Mario AND the camera. Read More »

Playing action video games can train the mind to make the right decisions faster. Video game players can develop a heightened sensitivity to what is going on around them, such as everyday activities like driving, reading small print, or navigating around town.

The Mind’s Eye Departments Features How do we transform an ever-changing jumble of visual stimuli into the rich and coherent three-dimensional perception we know as sight? Rochester vision scientists are helping reshape our understanding of how the brain ‘sees.’ By the time James Risen arrived at the Napa Valley hotel his wife had booked in …

Playing action video games can train the mind to make the right decisions faster. Video game players can develop a heightened sensitivity to what is going on around them, such as everyday activities like driving, reading small print, or navigating around town. Read More »

Armie Hammer’s grandfather, oil tycoon Armand Hammer, tried to buy the Arm and Hammer brand of household products due to similarity to his name. When they refused, he bought stock until he became a controlling shareholder. Armand was named after the socialist labor party symbol.

Arm and hammer This article is about the symbol. For the brand, see Arm & Hammer. For other uses, see Arm and hammer (disambiguation). Arm-and-hammer symbol at the Mechanics’ Bank and Trust Company Building in Knoxville, Tennessee The arm and hammer is a symbol consisting of a muscular arm holding a hammer. Used in ancient …

Armie Hammer’s grandfather, oil tycoon Armand Hammer, tried to buy the Arm and Hammer brand of household products due to similarity to his name. When they refused, he bought stock until he became a controlling shareholder. Armand was named after the socialist labor party symbol. Read More »

When game designer Tim Schafer was interviewed to work at LucasArts, he said he was a fan of their game “Ballblaster.” The interviewer told him their game was titled “Ballblazer” and only pirated copies were named “Ballblaster.” He eventually got the job, and co-created Secret of Monkey Island.

Tim Schafer Not to be confused with Tim Schaffer. Timothy John Schafer (born July 26, 1967) is an American computer game designer. He founded Double Fine Productions in July 2000, after having spent over a decade at LucasArts. Schafer is best known as the designer of critically acclaimed games Full Throttle, Grim Fandango, Psychonauts, Brütal …

When game designer Tim Schafer was interviewed to work at LucasArts, he said he was a fan of their game “Ballblaster.” The interviewer told him their game was titled “Ballblazer” and only pirated copies were named “Ballblaster.” He eventually got the job, and co-created Secret of Monkey Island. Read More »

In the 90s, video game designer Kenji Eno learned he had blind fans, who played his games with great effort. So he designed a blank-screen game just for them: “Real Sound: Kaze no Regret.” He made Sega send 1000 consoles (w/ the game) to blind people. It is still a popular game for the blind.

Real Sound: Kaze no Regret “Real Sound” redirects here. For a technology for the PC, see RealSound. Real Sound: Kaze no Regret (リアルサウンド ~風のリグレット~, Riaru Saundo ~ Kaze no Riguretto) is an adventure audio game developed by Warp and published by Sega. The game was first released for the Saturn in July 1997, and later …

In the 90s, video game designer Kenji Eno learned he had blind fans, who played his games with great effort. So he designed a blank-screen game just for them: “Real Sound: Kaze no Regret.” He made Sega send 1000 consoles (w/ the game) to blind people. It is still a popular game for the blind. Read More »

Meet “Myst Island” a proposed theme park at Disney World. A limited number of guests would get ferried to an 11-acre island designed like Myst. They’d spend hours there, exploring areas and discovering clues non-linearly. Theoretically, no 2 guests would have the same adventure.

Disney Almost Created A ‘Myst’ Theme Park If you played computer games in the 1990’s, then you probably remember Myst, the best-selling adventure puzzle game which took players around a magical island filled with mysterious secrets. Myst was responsible for accelerating the sales of CD-ROM drives and remained the bestselling PC game throughout the 1990s …

Meet “Myst Island” a proposed theme park at Disney World. A limited number of guests would get ferried to an 11-acre island designed like Myst. They’d spend hours there, exploring areas and discovering clues non-linearly. Theoretically, no 2 guests would have the same adventure. Read More »