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#atari st rocks
tonylongworth · 2 years
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Xenon 2: Megablast (Atari ST) - ALL LIVES LOST ...  Before my sit-down with the Fulton brothers for our Atari ST Rocks series chatting about this classic Bitmap Brothers game, I had to get some serious gameplay in. Here's me attempting to get as far as possible and score as many points in Xenon 2: Megablast but not really doing as well as I hoped I would. Jeez, this is one tough blaster - it's a good game, but really, really difficult.
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alljamesbondgames · 6 months
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Live and Let Die: The Computer Game
Original Release: 1988
Developer: Keypunch, Elite
Publisher: Domark
Platform: Commodore Amiga, Atari ST, Commodore 64, Amstrad CPC, ZX Spectrum
Version played: Commodore Amiga
Also Known As: Aquablast
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This game was in development before there were any plans to make a Live and Let Die game. Publishers Domark saw Aquablast under development. Aquablast was a speedboat action game and, because there’s a speedboat sequence in Live and Let Die, decided to help publish it as a Bond game – although only in the UK, it was still released as Aquablast in the USA.
Live and Let Die has you operating a speedboat equipped with a gun and missiles. The gun is simple enough to use, but the missiles can only be fired if you go fast enough first then fire when slowing down. These need to be saved for certain targets, but you can collect more (as well as fuel) from crates dropped by helicopters.
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As you play, you’ll weave through enemies and dodge obstacles, and there’s a decent amount of both, including narrow areas with walls, planes dropping torpedoes and slides you have to use to dodge rocks. The game consists of four missions.
The first is a training mission with infinite fuel and missiles. Here you have to destroy red targets with your gun and black targets with your missiles. Then there are North Pole and Sahara levels, where you can practice using limited missiles and fuel. The levels have a different look but all feel exactly the game.
The final mission is New Orleans, once you hit a certain number of points, you need to destroy Mr. Big’s base by firing a missile from mid-air (you do this by hitting a log).
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The gameplay is fun but, due to the game never changing, wears off very quickly. This is fine for a quick blast but it’s also obvious that this was never designed to be a Bond game. If Domark had waited another year, they could have used a much better speedboat combat game called Cobra Triangle.
Other Versions
Atari ST
The Atari ST version is identical to the Amiga version.
Commodore 64
This version is the nicest looking 8-bit version, the 8-bit versions do run a bit slower compared to the main versions.
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Amstrad CPC
This one has more cluttered backgrounds that doesn’t look quite as nice as the Commodore 64 version.
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ZX Spectrum
The ZX Spectrum struggles to run this game, even with the graphics toned down a lot.
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humor-y-videojuegos · 2 years
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Chuck Rock Año: 1991 Plataformas: Amiga, Game Boy, Game Gear, Mega Drive, Master System, SNES, Atari ST, Commodore 64...
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atariforce · 4 years
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Atari ST Box Art Wallpaper: Chuck Rock by Aurelien Vaillant
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Danielle Bunten Berry (February 19, 1949 – July 3, 1998), formerly known as Dan Bunten, was an American game designer and programmer, known for the 1983 game M.U.L.E., one of the first influential multiplayer video games, and 1984's The Seven Cities of Gold.
In 1998, she was awarded the Lifetime Achievement Award by the Computer Game Developers Association. In 2007, the Academy of Interactive Arts & Sciences chose Bunten as the 10th inductee into its Hall of Fame.
Bunten was born in St. Louis, Missouri and moved to Little Rock, Arkansas as a junior in high school. She was the oldest of six siblings. While growing up in Little Rock, Bunten's family didn't always have enough money to make ends meet, so Bunten took a job at a pharmacy. She also held a leadership role with the Boy Scouts.
According to Bunten, one of her fondest childhood memories involved playing games with her family. She was quoted saying, “When I was a kid, the only times my family spent together that weren’t totally dysfunctional were when we were playing games. Consequently, I believe games are a wonderful way to socialize.”
While attending the University of Arkansas, she opened up her own bike shop called Highroller Cyclerie. Bunten acquired a degree in industrial engineering in 1974 and started programming text-based video games as a hobby. After she graduated from college, she was employed by the National Science Foundation, where she created urban models before starting a job at a video game company.
In 1978, Bunten sold a real-time auction game for the Apple II titled Wheeler Dealers to a Canadian software company, Speakeasy Software. This early multiplayer game required a custom controller, raising its price to USD$35 in an era of $15 games sold in plastic bags. It sold only 50 copies.
After producing three titles for SSI, Bunten, who by then had founded a software company called Ozark Softscape, caught the attention of Electronic Arts founder Trip Hawkins. M.U.L.E. was Bunten's first game for EA, originally published for the Atari 8-bit family because the Atari 800 had four controller ports. Bunten later ported it to the Commodore 64. While its sales - 30,000 units - were not high, the game developed a cult following and was widely pirated. The game setting was inspired by the novel Time Enough for Love by Robert A. Heinlein.
Along with the success of M.U.L.E., Berry also had close ties with the games Robot Rascals, Heart of Africa, and Cartels & Cutthroat$. Throughout her career, she was involved in the creation of 12 games, 10 of which revolved around multiplayer compatibility. The only two which didn't have a multiplayer focus were Seven Cities of Gold and Heart of Africa.
Bunten wanted to follow up M.U.L.E. with a game that would have been similar to the later game Civilization, but after fellow Ozark Softscape partners balked at the idea, Bunten followed with The Seven Cities of Gold, which proved popular because of its simplicity. By the time the continent data were stored in the computer's memory, there was little left for fancy graphics or complex gameplay - the game had only five resources. It was a hit, selling more than 150,000 copies.
The follow-up game, Heart of Africa, appeared in 1985 and was followed by Robot Rascals, a combination computer/card game that had no single-player mode and sold only 9,000 copies, and 1988's Modem Wars, one of the early games played by two players over a dial-up modem.  Modem Wars was ahead of its time, as few people in the late 1980s had modems in their homes.
Bunten departed EA for MicroProse. Allegedly, Trip Hawkins, CEO of EA, did not feel that pushing production of games onto a cartridge based system was a good idea. The shift was important to Bunten, as computer games had previously been distributed on floppy discs, and a changeover to a cartridge system would allow games to be played on Nintendo systems. This was a significant factor in her decision to leave. She then developed a computer version of the board game Axis and Allies, which became 1990's Command HQ, a modem/network grand strategy wargame. Bunten's second and last game for MicroProse was 1992's Global Conquest, a 4-player network/modem war game. It was the first 4-player network game from a major publisher. Bunten was a strong advocate of multi-player online games, observing that, "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.'"
A port of M.U.L.E. to the Mega Drive/Genesis was cancelled after Bunten refused to put guns and bombs in the game, feeling it would alter the game too much from its original concept. In 1997, Bunten shifted focus to multiplayer games over the Internet with Warsport, a remake of Modem Wars that debuted on the MPlayer.com game network.
Less than a year after the release of Warsport, Bunten was diagnosed with lung cancer presumably related to years of heavy smoking. She died on July 3, 1998. At the time, she was working on the design of an Internet version of M.U.L.E..
The game's primary premise consisted of players playing with and against one another to establish total control over a planet. The name of the game stands for Multiple Use Labor Element. The game was originally made for the Atari 400 and Atari 800 but was later developed to be compatible with the Commodore 64, NES, and IBM pcjr. The game has a maximum of four players. Players are given different options and choices, and are allowed to create their colony the way they see fit. This can be done by changing races and giving respective colonies different advantages that will impact the way the game is played and determined later on down the line.
Ultimately there are two ways in which players can win the game. The first way is by having the most amount of money out of all four players, and the second way is by being able to survive the colony itself. The game focuses heavily on going out and retrieving resources that can be used to benefit their character. Items such as food, energy, and crystite are some of a number of in-game items that players are able to retrieve and use to better themselves. In order for a player to be able to access these items, they will first have to have access to a M.U.L.E. The acquisition of these items has a direct reflection on what the player will be allowed to do. For example, if a player doesn't have enough food, they will have less time during their turn.
The Seven Cities of Gold was originally intended to be another multiplayer game. It was originally a single player format, focused heavily on having the players travel around the map and collect items to help them strengthen their colony. Once they felt as though they had a solid colony, the players could battle each other to see who could overtake who After much consideration, Ozark Software came to the conclusion that this would not be doable. Instead, they went with a formula that had the game focus solely on developing a colony.
Ozark Softscape was a computer game development team consisting initially of Danielle Bunten, her brother Bill Bunten, Jim Rushing, and Alan Watson. Ozark was run out of Bunten's basement. The company was based out of Little Rock, Arkansas and had profound success with a few of their early titles. Ozark Softscape had a publishing deal with Electronic Arts for several of its groundbreaking games. In the early 1990s, Ozark Softscape left its partnership with Electronic Arts over a dispute to port some games to cartridge format for the Nintendo Entertainment System. It began a partnership with MicroProse to produce two more titles: Command HQ and Global Conquest. A dispute occurred over creating a follow-up to M.U.L.E. with Sega in 1993, and the company dissolved. The employees of Ozark Softscape moved to different areas of the software industry. 
Bunten was married three times. Bunten had three children, one daughter and two sons. After a third divorce, Bunten, who had until then been living as male, transitioned to living as a woman. Bunten underwent sex reassignment surgery in November 1992 and afterward kept a lower profile in the games industry. Bunten later regretted having surgery, finding that for her, the drawbacks of surgical transition outweighed the benefits, and wishing she had considered alternative approaches. She joked that the surgery was to improve the video game industry's male/female ratio and aesthetics, but advised others considering a sex change not to proceed unless there was no alternative and warned them of the cost, saying "Being my 'real self' could have included having a penis and including more femininity in whatever forms made sense. I didn't know that until too late and now I have to make the best of the life I've stumbled into. I just wish I would have tried more options before I jumped off the precipice."
After her transition in fall 1992, Bunten stayed out of the video game spotlight, mostly keeping to herself. She felt as though that after transitioning she was not as good at video game development as she had previously been, stating "So, I'm a little more than three years into my new life role as Ms. Danielle Berry, and her career looks to be somewhat different from old Mr. Dan Bunten's. For one thing, I'm not as good a programmer as he was." On July 3, 1998, Berry died of lung cancer.
Wheeler Dealers (1978)
Cartels & Cutthroats (1981)
Computer Quarterback (1981)
Cytron Masters (1982)
M.U.L.E. (1983)
The Seven Cities of Gold (1984)
Heart of Africa (1985)
Robot Rascals (1986)
Modem Wars (1988)
Command HQ (1990)
Global Conquest (1992)
Warsport (1997)
Although many of Bunten's titles were not commercially successful, they were widely recognized by the industry as being ahead of their time. On May 7, 1998, less than two months before her death, Berry was awarded the Lifetime Achievement Award by the Computer Game Developers Association.
In 2000, Will Wright dedicated his blockbuster hit The Sims to Bunten's memory. In 2007, the Academy of Interactive Arts & Sciences chose Bunten to be inducted into its Hall of Fame. Sid Meier, the mastermind behind the video game series Civilization, inducted her at the Hard Rock Hotel in Las Vegas.
Bunten was a true pioneer for the video game industry, especially its multiplayer aspect of it. She is regarded by many as one of the best designers to ever grace the video game industry. Her success has even led people to make the claim that the work she did with games like M.U.L.E and Seven Cities of Gold was the inspiration behind highly successful modern multiplayer games like World of Warcraft.
Bunten was known as someone who was very easy to talk to. If someone recognized her in public, she would be more than delighted to have a conversation with them.
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geniusbuilttm · 5 years
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BMC 4/6/2019 2 PM Show
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Soooo I saw BMC yesterday with @awkwardpersontm and it was an amazing day so I have a lot of notes from the show..... a L O T
This is all me copy+pasting from a note I made on my phone so sorry it’s so long
ALSO SPOILERS!!! LOTS OF SPOILERS SO SCROLL IF U DONT WANNA GET SPOILED
Also signatures (those who came to the signing): George, both Jason’s, Gerard, and Anthony
Pre-Show
Talked to Zachary so much and he was signing a little while talking
He is so excited about giving everyone their custom pins and talking to them
The pin this month is ‘I ❤️ Play Rehearsal’, last month was a SQUIP pill (green and white), and February was a Michael Mell pin
Here is a pic (also Zachary is amazing I adore him and love him sm):
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He geeked out about my pants and told me I need to show my pics of them to George Salazar
Jake’s understudy went today and Anthony ROCKED IT!!!
Act 1
Jeremy’s mom went to Long Island with her prom king bf
Jake’s whole character starts to change since he first talks to Christine
The book Christine is reading is a worn book about Barbara Streisand
He loves Sbarro bc his parents used to take him there (he tells her about it during the mall)
Wolverine is v creepy and swallows a lot
They have a mailbox
Mr heeres table was full of newspapers and cereal
During TPG George didn’t catch the controller so they scrambled so it wouldn’t fall off the side and did the part until after Mr. Heere on the floor
Jeremy when he first sees rich is like I’m not in the mood I had a bad daaaaaay then proceeds to get swirlied in the toilet
Outfit changes per day
Michael has a vest over his hoodie the second day
Squips countdown before Christine says ‘guess there’s a part of me that wants to’
Upgrade got replaced and completely revamped
George wasn’t apart of the ensemble of SQUIp song
Jenna has an adorable pineapple bag
Jeremy and Brooke made out in the bleachers at the football field
The wombat mascot of the school changed to an elephant
The SQUIp pill was huuuuge
Michael’s explanation of what exto cooler tastes like: *deadpan voice* ghosts
Brooke and Jeremy both hate being the player two
Chloe kicking Christine’s backpack aaaaaaall the way stage left and it hit the wall
Me and Mikaela (awkwardpersonTM) in second row got hit with confetti that Squip tossed
He doesn’t squirt out the lotion to masturbate anymore
Squip solo before Be More Chill Part 1
Karl has lots of sequins
Mall cop Jake is replaced with bedazzled af dude
Lots of Michael references when he is ONB’d and props and stage stuff covers him and apparently headphones aren’t allowed in the halls
Chloe is scared of losing attention
Jeremy is halo’d like a king with light when looking down at Michael at the football field
New patches on Michael’s hoodie back: Atari, floppy disk, and one other I don’t remember rn
Jeremy smiled and was proud of being a masturbator
The kids in the new song all had a way to connect to Jeremy and we got bg info on them a bit more that way so it makes more sense why Jeremy says yes and is ‘suddenly popular’
Act 2
I got too caught up after with hurrying for stage door but
Jeremy isn’t late for the Halloween party this time
Christine is a princess still but instead of having her old Juliet costume, she tried to be someone she wasn’t by dressing as a slutty princess (it also had a hoop skirt that was short)
Halloween has an extra bit st the end
Do you wanna hang is a lot better with no awk lap dance
Jake unfortunately no longer hops in through the window
The entire time of the Halloween party yoy see rich getting more and more panicked and in pain with his squip
He takes a jack o lantern and starts the fire with that
The army stuff is still there in pants song
Before pants song they have an actual news broadcast on the tv on the table they recorded
Michael tries to awkwardly do military stuff back and Mr. Heere does it in return to make him feel better
Smoking effect and the mells have a lawn chair up front, garden gnomes, and a plastic pink flamingo
Jeremy tells Jenna about what the squips are before she drinks the beaker
Jeremy ends up hitting Michael and punching him in the nose and I think breaking it?
Jenna says that she refuses to not be connected and has the squiped kids grab him and she knocks him out
Michael wakes up as Jeremy is confronted with Christine and no fake out kiss attempt is made
He explains that one destroys them all before they all go
SQUIp actually wants to take over the world
SQUIp: you helped me realized what I was meant to do (context: take over the word); Jeremy: ... ah SHIT
He gets angry at Jeremy after he originally is upset and sad that he was shut off
Jeremy explains that he wanted to save Christine and that he didn’t knowing shutting one off shut them all off and Michael says that Jeremy’s less of an asshole than he thought
Rich has realistic burn makeup on the side of his face (not really real but i gasped)
Jenna/Brooke/Chloe/Jake call themselves Jeremy’s Squad
They have actual closure for the issues, even if very brief, for what happens during the show
Squip still faceplants onto the bed
Jeremy’s voice is glitching out as he insults Michael
On Squip’s anime villain look his lit up chest piece reacts and freaks tf out when Michael shows the Mt Dew Red (which is literally printed out paper around a bottle)
Jake clings to the bottle during most of it and dumps most out into the sink
Brooke wants to be seen and Chloe wants to be liked (they say they see/like each other)
Basically everyone is creepy hugging each other after being Squipped like they’re blissed out happy
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thearkhound · 5 years
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Arcade Game Gallery: R-TYPE Leo
The following is a translation of the Arcade Game Gallery article that appeared in the February 1993 issue of Micom BASIC Magazine written by Naoki Yamanaka. It features concept art and settings for IREM’s arcade R-TYPE Leo, along with an overview of the series thus far at the time.
History of the R-Type Series
R-TYPE Leo
is the latest entry in the R-TYPE series, which debuted in 1987. Its novel gameplay system became a hot topic everywhere following its release. The original
R-TYPE
was a large influence on many games that came afterward with its novel ideas, starting with the presence of the Force, an auxiliary weapon that was not only invulnerable, but could also ram into enemies, followed by large enemy warships that couldn’t fit the screen and the beam-wave cannon launched by holding down the shot button. Its popularity was not limited to the arcades, as it spread to consoles and computers with versions for the Sega Master System and TurboGrafx-16, as well as the MSX2 and Sharp X68000 [and even western computers like the Atari ST and Commodore Amiga].
A sequel titled R-TYPE II was released for the arcades two years later, which introduced the Beam-Wave Scattering Cannon, a more powerful version of the Beam-Wave Cannon that is launched when you hold the shot button a bit longer. A reworked port titled Super R-TYPE was released for the Super NES.
In R-TYPE LEO, the bits (now known as the Psi-bits) that have played a role as a secondary auxiliary weapon in prior games, have replaced the Force as the main auxiliary weapon.
In relation to the rest of the series, R-TYPE LEO is not a sequel to the previous R-TYPE games, but rather it is a side-story set in an alternate universe where some events in the past happened differently. As a result, the Bydo Empire did not came into existence in this world and because of this, the Force does not appear in this game.
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R-9 (Leo) & The Psy-Bits
The R-9 from LEO, which serves as the player’s ship, is basically the same ship as the R-9 that was deployed to battle in the original R-TYPE, aside from the fact that it’s not equipped with the Beam-Wave Cannon.
Instead, the bits, which were energy condenser intended for defense, were modified for attacking. It adds a laser converter and rechargeable energy known as “Cip” (pronounced saipu), and employs a system in which the pilot’s psychowave is entered as input for the ship’s controls. The result is a new type of Bits known as Psy-Bits.
R-9 Equipment
Psy-Bits
They’re equipped above and below the R-9 after acquiring the Laser Unit.
The Psy-Bits will aim towards the opposite direction depending on whether the joystick is being pushed forwards or backwards.
By holding and releasing the shot button, you can initiate a “Psy-Bit Cipher” attack, in which they will seek out and ram into enemy ships. It can also pass through hurdles.
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The Psy-Bit Cipher Attack will be canceled if you let go of the button or the energy display at the bottom of the screen runs out. Energy will be automatically replenished when the Psy-Bits are attached to the ship.
Weapons
The weapon that can be used by the R-9 itself and the Psy-Bits will differ depending on the color of the second Laser Unit picked up.
There are three types of weapon: a Cannon Laser (red), a Reflect Laser (blue) and a Homing Laser (green). They can be upgraded by up to three levels.
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From left to right.
The Laser Unit. It changes colors over time.
Guided Missiles. Unlike the previous games, there’s only one type instead of two.
Speed-Up. You can keep taking it without any problem.
Enemies
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From left to right and then up to down, starting from the upper left corner:
Lead,Jiita, Base, Spleet, Kaito
Spidd, Gerudo, Meteo, Cannon, Domu, Teal, Pillar
Prisoner, Ladder, Orudo, Laser Bee, Lamia, Daria, Skader
Gieg, Bigu, Spark, Thunder Cannon, Druid, Leather Rock, Hazard Rock
Paradox, Logic, Crazy Cannon, Moo, Loader Mother, Sadondeal, Loader
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From top left to right and then bottom left to right
Sadistin, Daggerd, Foress
Zera, Twin Coil, Cyber-Brain, Messiah
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helenscarsdale · 6 years
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a few questions answered by robert hampson on the 1994 album ‘motion pool’ by main
when my editor at the wire proposed this idea of writing on the broader implications of 'less is more', i immediately thought of ‘motion pool’ by main as a distillation of the ideas and forms that had taken shape in loop. the following is a series of questions that were answered by robert hampson, the architect of both main and loop
questions:
with the statement on the back of that album ‘drumless space,’ rhythm was not necessarily eschewed but often made evident through a refined riff bolstered by studio tricks, electronics, samplers etc. when you were making that record, how did the concept of ‘drumless space’ guide the album?
in looking at the themes of loop — just from the titles themselves, ‘fade out’ “this is where you end,” ‘heaven’s end’ — there is a recurrence of annihilation. yes, this is something that simon reynolds mentions in blissed out, but i had wanted to revisit this idea once again but in the context of ‘motion pool’. as loop progressed through ‘a gilded eternity’ and you began main, that annihilation was manifest in sound. by the time you arrived at ‘motion pool,’ i find myself returning to a metaphor of the earth gone and the remaining satellites cast in vertiginous orbits circling that void. is a science-fiction reading apt? if not, where would a better metaphor be located?
what were the working methods for ‘motion pool’? this seemed right on the cuff of digital workstations becoming prevalent, but with midi, samplers, and global clocking, i have a sense of how such a precision was maintained throughout those recordings. could you elaborate on what technologies you were using and how you and scott approached them?
can you talk about your initial inspirations to the big rock ’n’ riffs? what is your perspective on the recent, re-activation of loop in the light of the deliberate deconstruction of those riffs through main?
will there be an ‘array 2’?
how did you and stefan mathieu begin with to work together as main? is there anything else you are working towards as main?
i did catch loop perform in san francisco. that must have been 2016, and i was pretty sure that you played ‘feed the collapse’ or was it another main track? are you still performing that song? how do you see those early main albums (‘hydra-calm’ ‘dry stone feed’ and ‘motion pool’) in relation to loop nowadays?
answers:
Basically, with ‘Drumless Space’, it was very much the idea of trying to abandon the rhythmic element identified with traditional percussive sound and making it more kinetic with what I had liked to describe as ‘outer sounds’.
Derived from other sampled elements, the notion of rhythm was built up by programming these samples in a similar way a drum machine was programmed, but the less percussive nature of the sound made interesting counterpoint elements, which could then serve as a layering textures to build around.
So, it served as very much as a directive in the making of Motion Pool. It has a very clear path of starting with more song like structures and gradually losing those stylings over the course of the record, until it became simply sound design and abstraction.
As soon as Main had started, it was a very evident approach to simply stripping away at the traditional sounds of a guitar, which was not new in any sense in experimental music approach, made by the like of Keith Rowe et al, but we were trying to find sounds that became so abstracted, it wasn’t identifiable at all as to what it was.
It wasn’t immediate, there was obviously a hangover from what I was trying to do in Loop, but it was a thought process and intentional for it to slowly evolve with each release.
Gradually, of course , guitars simply disappeared completely as being used as a source for sounds. They had reached the logical end in Main by the time of the Hz project and just evaporated.
I think it’s safe to say, I have an obsession with decay. It’s always been about things breaking down or simply fizzling out. Metaphors aplenty!
But, I have said this before, I like a notion of mystery in all the things I get involved with. I don’t like to explain things away too easily. I love the idea of people creating their own worlds or ideas around this kind of music. I like to think that there’s many different notions of what a certain track or piece can be about and that they can be wildly different.
The lyrics are always left to interpretation and the vocals are simply an element buried within other elements.
There are perhaps statements on the notions of decay in our world, how we could stop it, a dystopian view that we can’t and we have to simply accept that these are they way it works out. Everything has a starting life and a logical end.
Science fiction certainly plays a part as an influence. I’ve always loved the works of Philip K Dick and early J G Ballard was a massive influence, which remains to this day. Anthony Burgess, William Golding, Aldous Huxley, Ray Bradbury et al, they all have a great influence on how I like to shape these ideas.
Early Main recordings didn’t employ anything close to samplers or midi. It was all done in real time to tape or we used tape loops.
I was very suspicious (in hindsight, very stupidly) of samplers at first. But really that came from the very generic sense they being used in i.e. sampling a drum break.
But when I was working with Godflesh and Justin was using an Ensoniq EPS 16+ keyboard sampler, I became intrigued. It was real lightbulb moment for me and gave me the idea of replacing traditional percussive sounds in rhythmic patterns, which of course lead towards the ‘dreamless space’ concept, that kinetic energy coming from those ‘outer sounds’.
So i quickly got myself the Ensoniq and set up a Atari ST computer with the original Logic programme, then made by Emagic.
Triggering all these tiny samples with midi from the Logic was just a whole new galaxy opening up in front of me, and I never looked suspiciously again at that kind of hardware.
It easy to forget that in those days, sample memory was absolutely minuscule and buying memory expansions was very expensive.
But as in all things, less is more and it simply made you work harder for the goal ahead.
I did find the Ensoniq very limited in what could be achieved so that didn’t hang around that long once I embraced all this new tech, and I went straight into the world of Akai samplers and then upgrading to a very basic Apple computer.
This was all still triggered by SMPTE codes running off a 16 track tape machine and midi and then all the mixes were done live to DAT. We were not in the world of digital editing then. No ProTools for us… we simply could not afford it.
As Main and my solo work had become purely an experiment in abstraction, musique concrete and acosmatique textures, I did find myself going against all the tendencies I had maintained for so many years in my mind. i wanted to maintain all that I had created down the line, but felt an urge… I really felt like making a huge noise with guitars again, I can’t really put in fine detail why I had such a big change of heart. It still makes me laugh now that I did a complete about face on that.
I had been badgered by others for years to possibly make Loop a going concern again, and I had swatted away those notions more times than I can count.
But, simply put, one day I just really felt like going back to those styles again and seeing what might happen.
I do hope we will make more new Loop music, it’s there to be done. It’s been a strange couple of years, I’ve had a lot of issues to deal with, including someone trying to use the name Loop and it interfered with my workings so much so, i had to go down legal routes to put an end to that. It was not easy and basically takes up a lot of working hours, effort and financing to make people realise they’ve made a very serious error in simply adopting a namesake with such a long history and thinking it’s all ok to do so. The mind boggles… it appears Google wasn’t their friend.
I have to be honest, it drove me to thinking of removing myself from all this mess, it seemed more trouble than its worth. It did at one point make me want to stop Loop again.
But, no-one can deny I don’t have the patience and persistence needed to get through this kind of crap, and a large heaping of sheer bloody-mindedness helps too. I and many others were appalled at the situation that arose, and many other artists came to my defence. It truly mended a very weathered heart to know that I wasn’t losing my mind and fighting over a lost cause. Thankfully, thats over and it’s back to serious business.
I was aware of Stefan and his work obviously and we met whilst both working at the GRM in Paris.
We got along well and I had wanted to make Main a collaborative project again. I had not worked with anyone for a very long time, everything i was doing under that moniker or under my own had been very much solo affairs.
I really wanted to work with other people on ideas and projects and bringing that element back into the fold for Main was the obvious choice.
Main is certainly still a going concern and at some point, there will be more new Main pieces. Loop and all this legal maelstrom has taken up my time for quite a while and Main is just gently resting for now.
The next thing I have is reactivating my Chasm project. I have been working on that and it’s looking like it will be released on Karl O’Conner’s Downwards imprint.
No, we haven’t played any Main material in Loop. We’ve talked about doing Flametracer and There Is Only Light for a bit of fun, but that hasn’t been addressed yet. It may or may not happen.
The early Main material has trace elements of Loop. It was how I envisioned Loop going after A Gilded Eternity. It’s obvious it’s got my fingerprints all over it, it’s my signature I suppose. I like to think that all the things I do have some sort of link, a signature and that they are all part of the same jigsaw. All the pieces fit in some way or another.
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bettingpunter · 3 years
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Ranking Backyard Baseball Cover Athletes
If you are still in your 20’s or early 30’s, the chances are great that you grew up playing the Backyard sports games. They made games for baseball, basketball, football, hockey, soccer and skateboarding. And they were all fantastic. ALL OF THEM WERE.
The purpose of this article is for me to give you my fully honest ranking of the cover athletes on the Backyard Baseball games. Having spent my entire weekend playing, this has been the only thing on my mind.
For reference, the five game covers being compared will be the original Backyard Baseball (original), and then BYBB 2001, BYBB 2003, BYBB 2005 and BYBB 2007.
5) Alex Rodriguez (BYBB 2005)
If you never played Backyard Baseball 2005, then you are doing a disservice to Atari, Humongous Entertainment, Pablo Sanchez and myself. This was the best of the games, no doubt about it. And it was also the most realistic of the bunch.
The reason that A-Rod ranks so low on the totem pole is that he is the least impactful cover athlete within his game. He was still a beast when you drafted him, but not to the level that our other players were.
The best major-leaguers to draft in this game, in my opinion, were Pedro Martinez and Alfonso Soriano. Randy Johnson was always a bad pick because of his slow swing. You need decent hitting at all nine spots, and Pedro can actually hit the occasional dinger. Soriano is fast and a great opposite field hitter.
Sorry Alex Rodriguez. You are at the bottom of the list. (This has nothing to do with the steroids. Or does it???)
4) Stephanie Morgan (BYBB original)
Pablo Sanchez also graces the cover of this game. But, because he’s sliding into home plate, he’s not the feature player. Given that Stephanie is smiling as she prepares to apply the tag on Pablo in this picture , well… she’s probably going to make sure the GOAT is out at home.   
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Stephanie is a slightly below average player in the BYBB franchise. She has her moments and is a decent line-drive hitter, but she isn’t a “must-draft” player. But the fact that she got PABLO out on a game cover, proves how great she is capable of being.
This cover makes it ahead of 2005 because of the appearance by Pablo. And that’s all there is to it.
3) Mike Piazza (BYBB 2003)
Backyard Baseball 2003 plays very similarly to the 2001 game. The major differences lie in the available pro players to choose from and the stadiums. The audio was slightly better, but that’s really it. It’s a quality game.
Mike Piazza however, wasn’t exactly dynamite. He’ll get the nod ahead of A-Rod for the swag he brings to the game. He comes in rocking a backwards hat with the classic Piazza power. His arm behind home plate won’t be gunning the fastest runners down.
At the end of the day, he was still a guy you loved to have on your team. And, a player with a fantastic name. Who doesn’t love saying “Piazza”? That’s a top-tier last name. Third place.
2) Albert Pujols (BYBB 2007)
The 2007 edition of Backyard Baseball was VERY different from the others, but it was still fantastic. They made stealing harder, and the fields had deeper dimensions. The power-ups were a little more creative, and there were more players to choose from than ever before.
Albert Pujols graced the cover of this game, and it was almost guaranteed that you’d get a hit with him at the plate. The game’s popularity was a lot lower than the three games before it, but it was still a stellar time. I got the game for my birthday in sixth grade.
Pujols was always a good pick. It would have been foolish to ever not choose him. The same goes for Pete Wheeler, AKA Pete Stealer. If you put Pete in the leadoff spot and Pujols after him, that’s two guaranteed runs every time.
St. Louis Cardinals Pujols was an all-time great. In real life and in video games.
1) Cal Ripken (BYBB 2001)
Backyard Baseball 2001 might be the single best game in the entire Backyard franchise. And on the cover it features Stephanie Morgan as the catcher, and Cal Ripken Jr. batting. Noted in the background are Pablo Sanchez, Vicki Kawaguchi and Marky Dubois.
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If you picked Ripken when you played, the chances were great that your team would win the World Series. He was a stellar hitter and could throw any player out on a ground ball to short. Even Kenny Lofton, whose speed was unfair, couldn’t beat out Ripken’s arm.
Cal wasn’t the best player in the game, but he was up there at the top. Ken Griffey Jr. is the guy you always wanted to have, to ensure 1-2 home runs PER GAME. Ripken earned the right to be on the cover though, and listed as the best cover athlete.
When you play in 2,632 consecutive games in real life and literally NEVER strike out in the video game, you’re golden.
THANK YOU FOR READING
I hope that you all had as much fun reading this as much as I did writing it. Backyard Baseball forever! PS, check me out on Twitter @TheTriumphant23 for clips of the games. YES, I still play them.
from Betting Blogger https://www.bettingblogger.com/ranking-backyard-baseball-cover-athletes/ https://blog.ent22vn.com/ ENT22 Việt Nam, nhà cái ENT22 trực tuyến uy tín Châu Á cung cấp các sản phẩm cá cược bóng đá, soi kèo bóng đá uy tín, game bài đổi thưởng, casino trực tuyến hấp dẫn nhất from Blogger http://bettingpunter1.blogspot.com/2020/11/ranking-backyard-baseball-cover-athletes.html https://blog.ent22vn.com/ ENT22 Việt Nam, nhà cái ENT22 trực tuyến uy tín Châu Á cung cấp các sản phẩm cá cược bóng đá, soi kèo bóng đá uy tín, game bài đổi thưởng, casino trực tuyến hấp dẫn nhất
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wub-fur-radio · 4 years
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Through a Mac, Darkly… Vol. 7: Wub-Fur Remembers 1984
Time once again for a little light time travel as the Wub-Fur Tardis briefly spins out of control and then lands squarely in the depths of the Reagan era to explore the musical landscape of the (in retrospect) not particularly Orwellian year of 1984. Nineteen vintage examples of mid-1980s proto-alternative rock from the year Steve Jobs introduced Apple’s weird new computer to the world, some by well-known bands and others from somewhat more obscure practitioners of the rock ’n’ roll arts. Featuring The Replacements, R.E.M., the Ramones, the Pretenders, the Minutemen, Tom Verlaine, Tall Dwarfs, the Dream Syndicate, Hüsker Dü, Yard Trauma, and 9 more artists who probably couldn’t afford a new Mac (the 1984 list price comes to around $6,100 in 2020 dollars).
Cover Model: The Macintosh 128k *
Apologies to George Orwell, the computer formerly known as the Apple Macintosh, and the Doctor.
More Through a Mac, Darklys: v1: 1990 |  v2: 1987 | v3: 2001 | v4: 1994 | v5: 2003 | v6: 1989
Listen on Mixcloud –or– YouTube (or scroll down to use one of the embedded players below)
Running Time: 1 hour, 4 seconds
Tracklist
I Will Dare (3:15) — The Replacements | Minneapolis, MN
Amplifier (3:07) — The dB’s | New York, NY
Howling at the Moon (Sha-La-La) (4:06) — The Ramones | Queens, NY
Miss Emily (4:37) — Tom Verlaine | New York, NY
One More Step (1:32) — Sorry | Boston, MA
Pink Turns To Blue (2:39) — Hüsker Dü | Saint Paul, MN
Tesla Girls (3:49) — Orchestral Manœuvres in the Dark | Wirral, Merseyside, UK
Bridge (3:34) — Orange Juice | Gl;asgow, UK
Back on the Chain Gang (3:48) — The Pretenders | Hereford, UK
Places That Are Gone (3:28) — Tommy Keene | Bethesda, MD
Still Holding on to You (3:35) — The Dream Syndicate | Los Angeles, CA
Little America (2:54) — R.E.M. | Athens, GA
Rock 'n' Roll Pest Control (2:20) — Young Fresh Fellows | Seattle, WA
Over and Over (3:29) — Yard Trauma | Tucson, AZ
I Really Want You Right Now (3:38) — Lyres | Boston, MA
Pictures on the Floor (2:11) — Tall Dwarfs | New Zealand
Do You Want New Wave or Do You Want the Truth? (1:49) — Minutemen | San Pedro, CA
The Undertow (3:45) — The Trypes | Haledon, NJ
Sharkey's Night (2:29) — Laurie Anderson | New York, NY
All tracks released 1984 (duh).
Embedded Mixcloud Player
Embedded YouTube Player
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* Like the author of the linked article, we also fell in love with the Mac pretty much at first sight and also like him, could not afford one. Not being eligible for Apple’s hefty journalists’ discount, we had to settle for an Atari 520 ST (often referred to as "The Poor Man’s Mac," but it had a larger monitor and could display color while the Mac was still black & white only).
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alljamesbondgames · 6 months
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James Bond 007: The Stealth Affair
Original Release: 1990
Developer: Delphine Software
Publisher: Interplay
Platform: Amiga, Atari ST, MS-DOS
Version played: MS-DOS
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This game first came out in the UK, where is was not a James Bond game. Here it was “Operation Stealth”, a point and click adventure starring a 007 rip-off John Glames. When Interplay released the game in the US, they applied for a James Bond license, renaming the main character and adding a bit of text explaining that Bond is “on loan” to the CIA.
This is a point and click adventure – but what I call the “bad kind”. A good point and click adventure, to me, is one where no matter where you are in the game, you have access to the required locations that have what you need to proceed. A bad one has objects you can miss and be stuck much later (after having saved your game), and the worst will make needed objects simply difficult to see.
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The Stealth Affair sets its tone fairly early on. You arrive with an airport with a briefcase and a passport, and a guard asks for your passport. If you show your passport…game over. Visitors from America make for great hostages and you get captured. You need to find out what country is liked and then create a fake passport.
There’s a newspaper stand in the area, you have no coins but luckily if you examine the coin return you’ll find one. Then you can buy a paper and reveal the country (it’s randomised from a small selection). You then have to use your briefcase and “operate” the briefcase to open it, use a calculator to get to a hidden compartment and then create your passport.
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The next section is mostly about getting coins to buy a flower as a sign for your rendezvous. You go to a bank, swap coins, get the flower sit down, follow instructions and you’ll eventually get captured. This section is really just a lot of back and forth as the puzzles change from obscure to not really having any puzzles at all.
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You end up getting captured by the villain’s henchmen who, in typical Bond fashion, tie you up and trap you into a cave, blowing the entrance, instead of just shooting him. One thing to note is that Bond never has access to a gun in this game, although he does punch two people throughout it. This cave section highlights another one of the game’s problems: the “USE” and “OPERATE” commands. In the cave you find a pickaxe and breeze coming through the wall, but if you use the pickaxe on the wall, it does nothing. You need to stand in the perfect spot and “OPERATE” the pickaxe a few times.
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This leads to the first action sequence: here you dive through water with limited air. The controls are atrocious, and Bond sticks to rocks extremely easily. Action scenes in adventure games are a nice idea, but they really need to be enjoyable.
After this you need to investigate a hotel room, although make sure you go out of your way and talk to a crazy person on the beach selling the next big thing. You’ll need that later on. Investigating the hotel, where you’ll end up getting captured again.
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This is where the game sneaks in the first time you have to do an action in the middle of a cutscene. All the shortcut buttons for the different actions skip dialogue, so you have to use the right click menu, but during most of the cutscene, right click does nothing. You have to right click at the right point and operate the object you used earlier.
You then get thrown into the sea and have to escape, this is a moment where you have to perform the actions immediately or you’ll die – there’s no room to think or misclick on anything.
Bond then infiltrates the enemy base as part of a magic show, then sneaks off in a disappearing act. Time for another action sequence.
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We have a top down maze. Guards move around, but can’t go through the revolving doors, which Bond can move. They are incredibly tedious and the guard’s patterns are random. You need to find a key and then the exit. After completing this, you have to do another. Operation Stealth had four mazes in total, but two were removed for the Bond version, although one is too many.
Then you get to investigate the boss’s office, one of the best parts of the game. Here you have everything you need to investigate, you need to find a hidden safe and use your codebreaker to help you find the code. You feel like a spy in this moment. You then get ambushed and have to play a dreadful jetski minigame until M and Q pop up in a submarine to tell you that the villain, Dr. Why, has threatened to nuke multiple cities if the government don’t give them more plutonium than they have access to.
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Bond swims to Why’s secret underwater base and gets captured again, he manages to break free and gets a disguise (before going through some more terrible mazes, this time filled with giant killer rats and you can only see a small area around Bond). Before entering the final room, you’ll need to create a distraction then enter the final room, with the final confrontation with Dr. Why where you have to perform the right actions at the perfect time. The day is saved, buy Dr. Why has escaped, taking the captured Bond girl with him.
In this final confrontation, you only have to do two things. But unless you’re reading a guide, you’ll likely never be able to figure it out.
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One of the items is an inflatable raft. In the final secret base, there’s what looks like just a panel for a machine, but when you hover over it, it says its a garbage disposal, the raft is hidden there. While this is annoying and difficult to spot, it’s at least something you might encounter and split off. The other item you need is impossibly obscure. It can be found during the swimming section before the final base.
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If you swim the wrong direction, you’ll come across a screen with a few pieces of seaweed. You can play the game without ever seeing this screen, and you have no reason to fully explore before going on. You may examine one bit of seaweed and it will just state that it’s seaweed. If you examine the correct one, it will mention something stuck in it. However, even then the object you need doesn’t have anything when you hover over it, so you need to keep clicking around that spot for the right pixel to activate picking up the most vital object in the game: an elastic band.
Once you finish, Bond has a big reward ceremony where the leader of the country declares a national holiday in celebration of the super secret spy.
The Stealth Affair has some nice moments, but frustrating gameplay. The dialogue is great in some parts, but other parts haven’t been altered from when the game was parodying Bond. The graphics and sound are very nice, along with the animation, so the presentation is pretty good all round.
Other Versions
Atari ST
The Atari ST version is identical to the MS-DOS version
Amiga
The regular Amiga version is the same, however the most common cracked version has an extra feature: if you have the Amiga memory expansion, the game will put the dialogue thought the system’s robotic speech synthesis. The downside to this is that if you skip any dialogue, the game will crash.
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humor-y-videojuegos · 3 years
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Chuck Rock Año: 1991 Plataformas: Amiga, Game Boy, Game Gear, Mega Drive, Master System, SNES, Atari ST, Commodore 64, Mega CD, Amiga CD32, Acorn Archimedes
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scottbcrowley2 · 5 years
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10 Under $10 - Thu, 03 Oct 2019 PST
10 Under $101 Eighth Annual Homerathon 9 a.m.-11 p.m. Friday, Room 220, Hemmingson Center, Gonzaga University, 702 E. Desmet Ave. Gonzaga’s most “epic” tradition unfolds when students and community members take part in an all-day marathon reading of the oldest of the Greek epics, Homer’s “Iliad.” That’s 15,693 lines of poetry read aloud – in shifts – until finished, expected around 11 p.m. For more information: associate professor Dave Oosterhuis, chair of classical civilizations, at [email protected]; (509) 313-6873; and gonzaga.edu. Admission: FREE2 Oktoberfest – 4 p.m. Saturday, Deutsches Haus, 25 W. Third Ave. Dance to Oom Pa’s and Ma’s Band, plus performances by the Silver Spurs, Celtic Aires and Norm Seeburger. The Concordia Choir of the German-American Society will sing Oktoberfest songs. Oktoberfest food and beer will be available for purchase. (509) 448-7029 and (509) 954-6064 to make reservations. (509) 747-0004 and germanamericansociety-spokane.org. Admission: $10 3 Totally Tubular Tuesdays 7:15 p.m. Tuesdays, Garland Theater, 924 W. Garland Ave. A weekly film series. Tuesday: “Beetlejuice.” Oct. 15: “E.T.” Oct. 22: “Ghostbusters.” Oct. 29: “The Addams Family.” Nov. 5: “V for Vendetta.” Nov. 12: “Kill Bill Vol. 1.” Nov. 19: “Hot Fuzz.” Nov. 26: “Planes, Trains and Automobiles.” Dec. 3: “A Christmas Story.” Dec. 10: “Elf.” Dec. 17: “The Polar Express.” (509) 327-1050 and garlandtheater.com. Admission: $2.50 4 “Flamenco Flamenco” 6 p.m. Wednesday, Spokane Public Library - Downtown, 906 W. Main Ave. A look at the history and traditions of flamenco music and dance through live performances of a variety of pieces. Directed by Carlos Saura. 2010. 97 minutes. Shown as part of Spokane Public Library’s celebration of Hispanic Heritage Month. (509) 444-5336 and spokanelibrary.org/downtown. Admission: FREE 5 “Yankee Tavern” 7:30 p.m. Saturday; Stage Left Theater, 108 W. Third Ave. Stage Left Theater’s Folio, which presents reader’s theater productions for one night, will perform Steven Dietz’s “Yankee Tavern.” While having a drink at Yankee Tavern in New York, a couple become caught up in 9/11 conspiracy theories a stranger brings with him. Seating is first come, first served. There will be a 30-minute Q&A post-performance. (509) 838-9727 and spokanestageleft.org. Admission: $5 suggested donation at the door. 6 Rock the Vote With Ben Stuckart 7 p.m. Saturday, Lucky You Lounge, 1801 W. Sunset Blvd. Performances by Tyler Alai, Lads, Atari Ferrari, Fun Ladies and Itchy Kitty alongside the mayoral candidate. (509) 474-0511 and luckyyoulounge.com. Admission; FREE, but RSVP required. 7 Community Health and Wellness Fair 9 a.m.-2 p.m. Saturday, Southside Community Center, 3151 E. 27th Ave. More than 50 organizations will provide information on healthy living, future planning options, recreational activities, financial and legal choices, insurance alternatives, home health care, health screenings, senior living choices, medical needs and more. WSU nursing students will perform vitals screenings, and flu shots will be available from 9-11 a.m. Lunches available for $6. (509) 535-0803 and southsidescc.org. Admission: FREE 8 Custer’s 44th Annual Fall Antique & Collectors Sale 4-9 p.m. Friday, 10 a.m.-6 p.m. Saturday and 10 a.m.-4 p.m. Sunday, Spokane County Fair and Expo Center, 404 N. Havana St., Spokane Valley. Featuring more than 100 dealers from across the West Coast selling thousands of items. Antiques and collectibles in all price ranges. Family friendly and free parking; (509) 924-0588 and custersshows.com. Admission: $6 adults; free for children ages 12 and younger. 9 Holistic Festival 10 a.m.-5 p.m. Saturday, CenterPlace, 2426 N. Discovery Place, Spokane Valley. Free 25-minute lectures and 50 booths featuring organic and natural products, remedies, body care and pain relief. Meet chiropractors, hypnotherapists, acupuncturists, digestive specialists, readers, healers and massage practitioners. (509) 468-9001 and holisticfestivals.com. Admission: $6 !0 Connecting With Integrity 6:30-8 p.m. Tuesday, North Idaho College, 1000 W. Garden Ave., second floor, Edminster Student Union Building, Coeur d’Alene. Buddhist nun Thubten Chodron shares thoughts on how to connect in kind, meaningful and authentic ways with people whose thoughts and rhetoric push our buttons. (208) 769-3300 and nic.edu. Admission: FREE 10 Under $10 - Thu, 03 Oct 2019 PST
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spicynbachili1 · 5 years
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Have You Played… Shadowgate? | Rock Paper Shotgun
Have You Performed? is an infinite stream of sport retrospectives. One a day, day-after-day, maybe forever.
There are specific video games that over time grow to be extra like magical runes than recollections. For me, Shadowgate is one such sport. I couldn’t inform you a single factor about what occurs in Shadowgate, however each screenshot I see, each crude pixel stock merchandise, is sort of a magical invocation to my childhood.
As such, I needed to seek for the sport with out its identify, simply spamming Mobygames till I lastly stumbled upon the correct photos. And it was the torches, the straightforward graphic of the torches, that despatched me reeling again to 1987.
Shadowgate was a point-and-click journey/RPG hybrid, that I’d argue was vastly superior in its strategy to both style. It was a type of blobber-meets-adventure, the place it adopted verb buttons at a time when Sierra had been nonetheless utilizing textual content parsers, and LucasArts had simply added them in a far cruder kind to Zak Mac. However for me, it’s the graphics that imply probably the most.
Now, admittedly this magic solely works after I have a look at Atari ST screenshots, as a result of our house was not joined by a PC till a number of years later, and the graphics of every model had been dramatically completely different. Some, presumably, could have their nostalgic response for the NES model, because it reasonably surprisingly obtained a kind of too.
And now all I need to do is play Shadowgate once more. I consider it was fairly good. However actually, I simply need to preserve experiencing this bizarre nostalgic time journey. If solely I may ever work out easy methods to load video games in an ST emu.
from SpicyNBAChili.com http://spicymoviechili.spicynbachili.com/have-you-played-shadowgate-rock-paper-shotgun/
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beyondthepitpress · 7 years
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Vans Warped Tour 2017 Lineup
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The full lineup for the 2017 Vans Warped Tour has been released
Journey’s Left Foot Stage:
Attila CKY Futuristic Hawthorne Heights I Prevail Julie Vera New Years Day Sammy Adams Never Shout Never
Journey’s Right Foot Stage:
American Authors Andy Black Beartooth Dance Gavin Dance Hands Like Houses Memphis May Fire Neck Deep Our Last Night Save Ferris
Monster Mutant North Stage:
The Acacia Strain Being As An Ocean Candiria Counterparts Fit For A King Hatebreed Silent Planet Stick To Your Guns Sylar
Monster Mutant South Stage:
After The Burial Bless The Fall Carnifex Emmure Gwar Hundredth Silverstein Sworn In Too Close To Touch
Skullcandy Stage:
Alestorm Bad Seed Rising Barb Wire Dolls Twilight Creeps Riverboat Gamblers Microwave Street Dogs Sonic Boom Six Stacked Like Pancakes War On Women The White Noise William Control
Hard Rock Stage:
The Adolescents Anti Flag The Ataris The Dickies Doll Skin Bad Cop / Bad Cop Fire From The Gods Municipal Waste Sick Of It All Suicide Machines Valient Thorr
Full Sail Stage:
Bad Omens Boston Manor Courage My Love Creeper Farewell Winters Feeki The Gospel Youth Knocked Loose Movements Naked Walrus Separations Trophy Eyes
Dates:
06/16 Seattle, WA – CenturyLink Field 06/17 Salem, OR – TBA 06/21 Albuquerque, NM – Balloon Fiesta Park 06/22 Phoenix, AZ – Fear Farm Festival Grounds 06/23 Las Vegas, NV – Hard Rock Hotel And Casino 06/24 Salt Lake City, UT – Utah State Fair 06/25 Denver, CO – Pepsi Center 06/27 Nashville, TN – Tennessee State Fair 06/28 New Orleans, LA – Shrine On Airline 06/29 Atlanta, GA – Lakewood Amphitheatre 06/30 Orlando, FL – Tinker Field 07/01 St. Petersburg, FL – Vinoy Waterfront Park 07/02 West Palm Beach, FL – Perfect Vodka Amphitheatre 07/04 Wilmington, NC – Legion Stadium 07/06 Charlotte, NC – PNC Music Pavilion 07/07 Camden, NJ – BB&T Pavilion 07/08 Long Island, NY – Nikon Theater at Jones Beach 07/09 Hartford, CT – XFINITY Theatre 07/10 Scranton, PA – The Pavilion At Montage Mountain 07/11 Virginia Beach, VA – Veterans United Home Loans Amphitheater 07/12 Mansfield, MA – XFINITY Center 07/13 Darien Center, NY – Darien Lakes Amphitheater 07/14 Burgettstown, PA – KeyBank Pavilion 07/15 Holmdel, NJ – PNC Bank Arts Center 07/16 Columbia, MD – Merriweather Post Pavilion 07/18 Cuyahoga Falls, OH – Blossom Music Center 07/19 Cincinnati, OH – Riverbend Music Center 07/20 Indianapolis, IN – Klipsch Music Center 07/21 Auburn Hills, MI – The Palace Of Auburn Hills 07/22 Tinley Park, IL – Hollywood Casino Amphitheater 07/23 Shakopee, MN – Canterbury Park 07/24 Milwaukee, WI – Marcus Amphitheater 07/26 Maryland Heights, MO – Hollywood Casino Amphitheater 07/27 Bonner Springs, KS – Providence Amphitheater 07/28 Dallas, TX – Gexa Energy Pavilion 07/29 San Antonio, TX – AT&T Center 07/30 Houston, TX – NRG Park 08/01 Las Cruces, NM – TBA 08/04 San Francisco, CA – Shoreline Amphitheatre 08/05 San Diego, CA – Qualcomm Stadium 08/06 Pomona, CA – Pomona Fairplex
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conexionrock · 5 years
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Conoce los artistas confirmados para la Semana Indie Rocks! 2019
Conoce los artistas confirmados para la Semana Indie Rocks! 2019
La cuarta edición de la Semana Indie Rocks! será una increíble opción para arrancar el verano con excelente música, y este año hemos elegido propuestas que lograrán conectar con el diverso y exigente público que existe en la Ciudad de México.
Durante los siete días de la ya consolidada #SemanaIR pondremos a prueba al melómano de manera física, ofreciendo sonidos de culto, proyectos de la…
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