#Delphine Software International
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USA 1993
#USA1993#SSI#DELPHINE SOFTWARE INTERNATIONAL#ACTION#IBM#AMIGA#MACINTOSH#3DO#FM TOWNS#ARCHIMEDES#PC 98#SEGA GENESIS#SNES#ATARI JAGUAR#SEGA CD#FLASHBACK#FLASHBACK THE QUEST FOR IDENTITY
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Back Cover to AI Art S3E25 Cruise for a Corpse
Older video games were notorious for back cover descriptions that have nothing to do with the game so let's see what a text-to-image generator makes of these descriptions. each episode of Back Cover to AI Art Season 3 will feature 4 ai art creations for each game.
1. Intro - 00:00 2. Back Cover and Text Description - 00:10 3. Creation 1 - 00:30 4. Creation 2 - 01:00 5. Creation 3 - 01:30 6. Creation 4 - 02:00 7. Outro – 02:30
Cruise for a Corpse (MS-DOS) As Inspector Raoul Dusentier you have been invited on a dream cruise in the Mediterranean, but so sooner has the cruise begun when you are summoned to investigate a scandalous crime – the murder of your host!
✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️
Cruise for a Corpse is a point and click detective mystery adventure game developed by at the time relatively new French based studio Delphine Software International. Cruise for a Corpse was released in 1991 for the Atari ST, Amiga and MS-DOS and is the last of 3 game as a part of the Delphine Cinematique series, the other two games being Future Wars Adventures in Time and 007 James Bond The Stealth Affair.
✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️✈️💥🕹️
For more Back Cover to AI Art videos check out these playlists
Season 1 of Back Cover to AI Art https://www.youtube.com/playlist?list=PLFJOZYl1h1CGhd82prEQGWAVxY3wuQlx3
Season 2 of Back Cover to AI Art https://www.youtube.com/playlist?list=PLFJOZYl1h1CEdLNgql_n-7b20wZwo_yAD
Season 3 of Back Cover to AI Art https://www.youtube.com/playlist?list=PLFJOZYl1h1CHAkMAVlNiJUFVkQMeFUeTX
#youtube#ai art#ai generated#ai generated art#generative ai#ai art community#gaming#cruise for a corpse#ms-dos#point and click#point and click adventure#detective adventure#delphine software#delphine software international#delphine cinematique series#back cover#back cover to ai art#text to image#raoul dusentier
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Panasonic 3DO - Outer World (Another World / Out of this World)
Title: Outer World / アウターワールド
Developer: Delphine Software International / Interplay Productions Inc. / Lil' Gangsters Entertainment / Paradise Post Production
Publisher: Interplay Productions / Electronic Arts Victor
Release date: 21 October 1994
Catalogue No.: FZ-SJ3451
Genre: Cinematic Platform Action
When Interplay Productions ported Outer World (Another World) to 3DO in 1994, they realized that it had been three years since the game's Amiga release which had made it less impressive, especially since Flashback-style heirs had come along to redress the balance in their own way. It was therefore decided to modernize the game's presentation - but here's where things get interesting: it's not the game's 3D that's been dusted off, but its 2D elements - its bitmapped scenery! The result is an approach that already resembles the one that was to motivate subsequent “anniversary” editions, with redesigned graphics (without Éric Chahi being involved in any way, who wasn't a big fan of this “excess of detail” aspect, which he felt was in stark contrast to the original style).
Fortunately, the result is very honest and has the merit, in my opinion, of respecting the original atmosphere very well, despite the more pronounced lighting choices. Contrary to what might be feared, the result, though less sombre, is no less melancholic or disorienting, and (re)discovering the title in this form undeniably has a very special charm that can't be found in almost any other version (apart from… those famous “anniversary” editions, of course). Similarly, the music has been re-orchestrated, and while it's now less soaring, it's also more “cinematic”, giving the game a little epic edge that works, too. Note that this version also benefits from an “extended” ending… which will be used to provide the introduction to Heart of the Alien on the US Sega CD (Heart of the Alien is an America exclusive). In short, all in all, not only does this version still work very well, but it even has its own distinctive touch that should, even today, earn it a place of choice with fans and the curious alike.
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DarkStone Torrent PC Download
DarkStone Torrent PC Download, an action RPG developed by Delphine Software International, was released in 1999. It is primarily a dungeon crawler game, with hack-and-slash action elements and roleplaying features. DarkStone Torrent PC Download Gameplay DarkStone Torrent PC Download implements an action-based combat system allowing players to teleport and slay foes in real time. In terms of…
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Future Wars: Adventures in Time (Amiga), 1989.
#abandonware#gaming#video games#retro games#80s#sci-fi#vaporwave#retrowave#aesthetic#pixel art#palace software#delphine software international
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"Lab" [➕ Mirror Edit] - Shaq Fu
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Flashback 2 está en desarrollo, programado para su lanzamiento en 2022
#Flashback2 está en desarrollo, programado para su lanzamiento en 2022 - #Microid #PaulCuisset #Flashback #videojuegos #elmundotech
Por medio de las redes sociales y su sitio web, el desarrollador francés Microids anunció Flashback 2, una secuela del clásico de culto de 1992, Flashback. Flashback 2 se encuentra actualmente en producción y está programado para su lanzamiento en el 2022. Esta secuela llegará a consolas y plataformas de PC no anunciadas. Paul Cuisset, el creador del juego original, supervisará al equipo a cargo…
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#Adeline Software International#Conrad B. Hart#Delphine Software International#Flashback#Flashback 2#Microïds#Paul Cuisset#VectorCell
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Shaq Fu
© Delphine Software International 1994
Image sourced from vgmuseum.com
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Another World - Se liga mané, eu sou um cientista!
Uma pequena equipe de desenvolvedores com um espírito independente e uma visão de criar um jogo inspirado na ficção científica clássica pode parecer uma descrição de uma apresentação da E3 ou Gamescon, mas pode ser facilmente aplicada a Another World. No entanto, enquanto Sean Murray da Hello Games falou sobre a criação de “mundos dos quais eu queria fugir, mas nunca conseguiu”, em 1991, Eric…
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#20 anos#Delphine Software International#Digital Lounge#Eric Chahi#Hello Games#Jean-François Freitas#Martial Hesse-Dreville#Platformer#Sean Murray#Single Player
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GOG free game: "Flashback" (2018)
GOG free game: “Flashback” (2018)
GOG’s fifth freebie of the Summer Sale is Microids‘ 2018 remake of Paul Cuisset and Delphine Software International’s classic 90ies action-platformer Flashback. Flashback is based on the 1993 SNES version of an Amiga classic that originally came out in 1992. It’s about scientist Conrad B. Hart who has to find his way back to Earth after being kidnapped and brought to the colonized moon Titan of…
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Landmark action game Flashback is getting a sequel 30 years later
Image: Delphine Software International/Microids
Maybe this time the sci-fi classic will finally win over a new generation
Continue reading…
Landmark action game Flashback is getting a sequel 30 years later published first on https://sixchexus.weebly.com/
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Landmark action game Flashback is getting a sequel 30 years later
Image: Delphine Software International/Microids
Maybe this time the sci-fi classic will finally win over a new generation
Continue reading…
from Polygon - All https://ift.tt/3uliEoT via IFTTT
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Console Fighting Games of 1994 - Shaq Fu
Released on the SNES, Genesis and Amiga in 1994, Shaq Fu is a licenced fighting game developed by Delphine Software International. The game features legendary basketball player Shaquille O'Neal, this was the only game in the series until 2018 when Shaq Fu A Legend Reborn was released.
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Super Famicom - Outer World (Another World / Out of this World)
Title: Outer World / アウターワールド
Developer: Delphine Software International / Interplay Productions
Publisher: Victor Musical Industries
Release date: 27 November 1992
Catalogue Code: SHVC-TW
Genre: Cinematic Platform Action
No. of Players: 1
Outer World is largely the work of just one man, Eric Chahi. He has managed to create a game that is more satisfying than nearly any modern game you will have played in the past five years, and perhaps more satisfying than any you have ever played. There were no games like it before it came out, and the later imitations (i.e. Heart of the Alien on the Sega CD) can't quite capture the unique spirit of their inspirational source. It's simply that good. While the gameplay is nearly beyond reproach, the best traits of this classic are its imagination, its gorgeous design, and above all its trust in the player's ability to imagine, to commit to the alien world on its terms.
The beginning of the game shows you one major ingredient of the game's genius when the primitive vector graphics are displayed in fully animated glory during the opening cinematic. The crude shapes would seem cheap and disappointing if not for the precision and elegance with which they are employed--cinematic angles and an engaging trust in the player's imagination serve to make these primitive scenes interesting even today. Lester's fancy car squeals into view, and we are treated to some of the green hologram-like interfaces Flashback fans will be intimately familiar with as we watch a physics expert burning the midnight oil. Something goes wrong during particle acceleration, and suddenly Lester and most of his console disappear with a flash of blue sparks and light.
Immediately, you are thrown into the game. Lester must escape from the pool and the grasping tentacles or face what will likely be the first of many, many deaths. Once out of the pool, you can appreciate the appealing sparseness of the alien landscape. With pale, simple blocks of color, an evocative alien world is realized: misty pillars of rock trail off into the horizon below a crescent moon; a beast colored an impenetrable shade of black lopes into view and looks at you with red eyes. And then a tentacle reaches for you from the heretofore calm pool surface and it's time to move again.
From this bleak, lonely landscape that emphasizes sheer scope and emptiness the player travels to a claustrophobic cage, to a deadly alien tank, and to a swinging harem--all the while that cinematic touch to the scenery rarely fails to amaze. Enemies are more than dimwitted patterns that are learned and consequently no longer require thought--the cinematic design goes down to individual enemy behavior. The puzzles come down to how exactly to defeat the alien who is behind six energy shields and lobs energy bombs that can penetrate your own, or how to defeat two soldiers who come in at both sides simultaneously. All the while the story is being told by your actions, and those of your surprisingly expressive alien friend. After you attract the ire of the guard below your cage, when he fires his gun, another guard appears to watch the action in the background. When you crush the guard below you with your falling cage, the prisoners in the background stop breaking rocks as you grab the gun and flee. At no point is there a rote procession of action that involves the same stale maneuvers used just a screen ago--nearly every enemy encounter presents a new and unique challenge, often a new wonder of art direction, and sometimes a diabolically difficult puzzle to be solved. When the game is finally over, its ending battle and cutscene are as cinematic, as boldly unique, and as cohesive with the game's tone as anyone could wish for.
What's the point of all this cinematic style? It makes you accept the world on its own terms. You don't think of Lester as an abstract object, running lifelessly around a gaming world distorted and simplified into a recognizable gaming archetype--you live and breathe the world along with him, because both of you are experiencing this exotic environment for the first time, and it is full of wonders and adventure rather than trite platforming cliches. This game asks the player's imagination to fill in the corners, to ignore the blockiness and palette limitations of vector graphics. All but the most closed of minds will happily go along with that request. Those that do will be richly rewarded by this game because a lot of love has been put into it.
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How the new Biden administration can control infodemics
New Post has been published on http://khalilhumam.com/how-the-new-biden-administration-can-control-infodemics/
How the new Biden administration can control infodemics
By Mark MacCarthy As the new Biden administration sorts through its priorities, combatting the COVID-19 pandemic easily rises to number one. Nothing else is possible without first addressing the pandemic. But a key element in any pandemic control strategy is to make sure people receive accurate information about both the disease itself and the necessary steps to take to combat it. This information includes effective public health preventive measures such as mask wearing and social distancing, and the safety, effectiveness and availability of vaccines and treatments. How can reliable information be conveyed in an age of legacy media and social media misinformation? Most but not all of the traditional media outlets in cable, broadcasting, and print have performed responsibly, urging mask wearing and social distancing while accurately reporting outbreaks and progress in developing vaccines. Social media companies have stepped up their efforts to delete, delay, or demote inaccurate content, adopting the strongest measures of deletion and account removal for promoting dangerous practices that could cause serious injury or death. Still, misinformation remains rampant. Wearing masks is not even close to universal and social distancing is practiced sporadically at best. Even with 250,000 deaths in the U.S. and with hospital ICUs throughout the country filled to the brim, many people still seem to believe that getting COVID is no worse than a bad cold or the flu. Part of this misunderstanding is attributable to misinformation coming from government officials. Given their role of informing the public on the activities and statements of public officials, it is hard for journalists and social media companies not to distribute comments from these officials or to suppress images of their behavior that encourages activity contrary to public health recommendations. Media companies were doing their best in this complicated situation, and now the level of misinformation coming from government officials is likely to diminish with the new Biden administration. What else can government and social media companies do to combat the flow of misleading information about health crises like COVID 19? A new report from the Forum on Information & Democracy presents thoughtful recommendations on how to slow down infodemics, which it defines as the false or manipulated online spread of information about epidemics. Although their concern was health misinformation, their recommendations apply more broadly to false and misleading information in other areas. Launched at the end of 2019 by 11 non-governmental organizations, the Forum on Information and Democracy created a working group on infodemics in June 2020 to respond to the information chaos on online platforms and social media. Its steering committee was co-chaired by Maria Ressa, CEO of the investigation website Rappler in the Philippines, and Marietje Schaake, the former Member of the European Parliament now with the Stanford Cyber Policy Center. A team of rapporteurs led by Delphine Halgand-Mishra complied the group’s recommendations for governments and digital platforms. Among its recommendations are:
Transparency requirements relating to core digital platform functions including content moderation, content ranking, content targeting, and social influence building.
Platforms should follow a set of human rights principles for content moderation based on international human rights law: legality, necessity and proportionality, legitimacy, equality and non-discrimination.
Platforms should assume a voluntary obligation of pluralism modeled on the fairness doctrine for broadcasters.
Safety and quality standards of digital architecture and software engineering should be enforced by a Digital Standards Enforcement Agency.
Conflicts of interests of platforms should be prohibited to avoid the information and communication space being governed or influenced by commercial, political, or any other interests.
The report reinforces the call of many experts such as Tom Wheeler, Chair of the Federal Communications Commission under President Obama, for a new digital platform regulator. It should be required reading for the incoming officials in the new Biden administration. Tom Wheeler is also something of a historian of technology. In his book From Gutenberg to Google he recounts how companies in the United States that built the railroads, constructed telegraph and telephone networks, and deployed the other emerging technologies of the 19th and early 20th Century initially made their own rules. Eventually, the public demanded, and the government provided, regulations to protect the public interest. Regulation of companies providing essential services became the norm throughout much of the twentieth century. Unfortunately, U.S. policymakers forgot that lesson around 40 years ago and allowed tech companies to grow under their own rules, much as the early railroad barons had. Fortunately, that has changed. Political leaders on both sides of the U.S. partisan divide now recognize the need for a more active role for government in regulation. Republican Senator Marco Rubio and Democratic Senator Mark Warner have both called for an industrial policy for tech and other measures to bring social media companies under social control. This regulatory agenda for social media companies will have to be one of the priorities of the new Biden administration and is likely to have bipartisan appeal. The new report from the Forum on Information & Democracy, although crafted as a response to the infodemic that has accompanied COVID 19, provides a blueprint of regulatory measures for social media companies that can guide policymakers in the new Biden administration.
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Flashback: The Quest for Identity (Amiga), 1992.
#abandonware#gaming#video games#retro games#90s#cyberpunk#sci-fi#vaporwave#retrowave#aesthetic#pixel art#u.s. gold#delphine software international
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