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Battleground 3
''Battleground 3: Waterloo'' is a 1996 computer wargame developed and published by TalonSoft. It is the third entry in the ''Battleground'' series. Gameplay The game features the Battle of Waterloo which was the final defeat for Napoleon Bonaparte and his French Empire. Reception Terry Coleman of ''Computer Gaming World'' reported in August 1996 that "''BG: Waterloo'' had, according to Empire (the distributor for Talonsoft in the US), the highest 'buy-in' at retail chains of any historical wargame they've released this year." A ''Next Generation'' critic said ''Battleground 3: Waterloo'' "is as good as PC war games get, featuring everything players could want in a turn-based bloodbath: historical accuracy, pleasing graphics, an easy-to-use interface, and strategic subtleties." He remarked that while the game only covers one battle, it has considerable breadth due to its many options, including the ability to play either a historically accurate campaign or a number of "what if ...
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TalonSoft
TalonSoft, Inc. was an American video game developer and publisher based in Baltimore. History TalonSoft was founded in March 1995, by video game producers Jim Rose and John Davidson. On December 24, 1998, Take-Two Interactive announced that it had acquired TalonSoft, stating that they planned to push their capabilities in the personal computer video game market. The deal comprised 1,033,336 shares accounted as a pooling-of-interest. Bengur Bryan represented TalonSoft in the purchase. By early 1999, TalonSoft's most successful game was '' East Front'', with sales near 90,000 units. TalonSoft ceased all operations in 2002. In October 2005, Matrix Games Matrix Games is a publisher of PC games, specifically strategy games and wargames. It is based in Ohio, US, and Surrey, UK. Their focus is primarily but not exclusively on wargames and turn-based strategy. The product line-up also includes spa ... acquired the rights to publish all games developed by TalonSoft. List of ...
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Computer Gaming World
''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through the 1990s and became one of the largest dedicated video game magazines, reaching around 500 pages by 1997. In the early 2000s its circulation was about 300,000, only slightly behind the market leader '' PC Gamer''. But, like most magazines of the era, the rapid move of its advertising revenue to internet properties led to a decline in revenue. In 2006, Ziff announced it would be refocused as ''Games for Windows'', before moving it to solely online format, and then shutting down completely later the same year. History In 1979, Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in spring 1981 that no magazine was dedicated to computer games. Although Sipe had no publishing experience, he formed ...
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Turn-based Strategy Video Games
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game '' Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strate ...
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TalonSoft Games
TalonSoft, Inc. was an American video game developer and publisher based in Baltimore. History TalonSoft was founded in March 1995, by video game producers Jim Rose and John Davidson. On December 24, 1998, Take-Two Interactive announced that it had acquired TalonSoft, stating that they planned to push their capabilities in the personal computer video game market. The deal comprised 1,033,336 shares accounted as a pooling-of-interest. Bengur Bryan represented TalonSoft in the purchase. By early 1999, TalonSoft's most successful game was '' East Front'', with sales near 90,000 units. TalonSoft ceased all operations in 2002. In October 2005, Matrix Games Matrix Games is a publisher of PC games, specifically strategy games and wargames. It is based in Ohio, US, and Surrey, UK. Their focus is primarily but not exclusively on wargames and turn-based strategy. The product line-up also includes spa ... acquired the rights to publish all games developed by TalonSoft. List of g ...
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Multiplayer And Single-player Video Games
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. '' World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's '' Tennis For Two'' and 1972's '' Pong'') ...
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Computer Wargames
A computer wargame is a wargame played on a digital device. Descended from board wargaming, it simulates military conflict at the tactical, operational or strategic level. Computer wargames are both sold commercially for recreational use and, in some cases, used for military purposes. History Computer wargames derived from tabletop wargames, which range from military wargaming to recreational wargaming. Wargames appeared on computers as early as '' Empire'' in 1972. The wargaming community saw the possibilities of computer gaming early and made attempts to break into the market, notably Avalon Hill's Microcomputer Games line, which began in 1980 and covered a variety of topics, including adaptations of some of their wargames. In February 1980 Strategic Simulations, Inc. (SSI) was the first to sell a serious, professionally packaged computer wargame, '' Computer Bismarck'', a turn-based game based on the last battle of the battleship ''Bismarck''. Wargame designer Gar ...
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1996 Video Games
File:1996 Events Collage.png, From left, clockwise: A bomb explodes at Centennial Olympic Park in Atlanta, set off by a radical anti-abortionist; The center fuel tank explodes on TWA Flight 800, causing the plane to crash and killing everyone on board; Eight people die in a blizzard on Mount Everest; Dolly the Sheep becomes the first mammal to have been cloned from an adult somatic cell; The Port Arthur Massacre occurs on Tasmania, and leads to major changes in Australia's gun laws; Macarena, sung by Los del Río and remixed by The Bayside Boys, becomes a major dance craze and cultural phenomenon; Ethiopian Airlines Flight 961 crash-ditches off of the Comoros Islands after the plane was hijacked; the 1996 Summer Olympics are held in Atlanta, marking the Centennial (100th Anniversary) of the modern Olympic Games., 300x300px, thumb rect 0 0 200 200 Centennial Olympic Park bombing rect 200 0 400 200 TWA FLight 800 rect 400 0 600 200 1996 Mount Everest disaster rect 0 200 3 ...
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Tigers On The Prowl 2
''Tigers on the Prowl 2'' is computer wargame released in 1996 by HPS Simulations. It is the sequel to ''Tigers on the Prowl''. Gameplay ''Tigers on the Prowl 2'' is a World War II tactical wargame. Maps are about 3 x 7 km. One hex represents 100metres. Turns are a minute and a game usually last 90 minutes but you can play a game indefinitely. Forces vary in size from a battalion to a brigade (3 battalions) plus support units. You can create your own custom force choosing from a huge database of Russian & German soldiers, guns, vehicles and planes. The map is viewed top down and has coloured contours for hills etc. There are lots of different terrain types including buildings, roads, swamps etc. The game can be played single player against A.I. or PBEM two player. Reception In ''Computer Gaming World'', Jim Cobb wrote, "The most realistic WWII tactical game on the market gets even better with improved AI and interface." However, he criticized its visuals and audio, and wrote ...
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Shiloh
Shiloh, Shilo, or Silo ( /ˈʃaɪloʊ/; Hebrew: שִׁלוֹ ,שִׁילֹה ,שִׁלֹה, and שִׁילוֹ variably) is mainly known as the name of the biblical city which preceded Jerusalem as the central worship site of the early Israelites. One bible verse, Genesis 49:10, might indicate that it was also used as the personal name of a biblical figure. Bible * Shiloh (biblical city), an ancient city in Samaria, located just west of the modern town of Shiloh. * Shiloh (biblical figure), a figure of contested meaning mentioned in the Hebrew Bible. Books and entertainment * ''Shiloh'' (franchise), a series of novels and film adaptations ** ''Shiloh'' (Naylor novel), a 1991 children's novel by Phyllis Reynolds Naylor ** ''Shiloh'' (film), a 1996 family movie produced and directed by Dale Rosenbloom * ''Shiloh'' (Foote novel), a 1952 historical novel by Shelby Foote about the American Civil War battle * "Shiloh," a short story by Bobbie Ann Mason, published in the 1982 coll ...
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Imagine Media
Future US, Inc. (formerly known as Imagine Media and The Future Network USA) is an American media corporation specializing in targeted magazines and websites in the video games, music, and technology markets. Headquartered in New York City, the corporation has offices in: Alexandria, Virginia; Minneapolis, Minnesota; and Washington, D.C. Future US is owned by parent company, Future plc, a specialist media company based in Bath, Somerset, England. History The company was established when Future plc acquired struggling Greensboro ( N.C.) video game magazine publisher GP Publications, publisher of '' Game Players'' magazine, in 1994. The company launched a number of titles including '' PC Gamer'', and relocated from North Carolina to the San Francisco Bay Area, occupying various properties in Burlingame and South San Francisco. When Chris Anderson, the founder of Future plc, sold Future to Pearson plc he retained GP, renamed Imagine Media, Inc. in June 1995, and operated ...
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Next Generation (magazine)
''Next Generation'' was a video game magazine that was published by Imagine Media (now Future US). It was affiliated to and shared editorial with the UK's '' Edge'' magazine. ''Next Generation'' ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. ''Next Generation'' initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors ''GamePro'' and '' Electronic Gaming Monthly'', the magazine was directed towards a different readership by focusing on the industry itself rather than individual games. Publication history The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media. In September 1999, ''Next Generation'' was redesigned, its cover name shortened to simply ''NextGen''. This would start what was known ...
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Sell-through
Sell-through refers to the percentage of a product that is sold by a retailer after being shipped by its supplier, typically expressed as a percentage. Net sales essentially refers to the same thing, in absolute numbers. Sell-through is calculated during a period (usually 1 month). Sell through refers to sales made directly (Direct sales). Sell in, on the other hand, refers to sales made through a channel. Example Before the rise of the direct market, American comic books were sold to News agents through distributors in anticipation that a significant portion of the print run would eventually be unsold, then returned to the distributors who invalidated each returned copy by deliberately damaging the cover for return to the publisher for refunds where the material was pulped. Thus the business goal of the publisher would be to attempt to minimise those returns to maximise their income. By that measure, a sell-through percentage of a print run of roughly 50% was considered break-e ...
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