An amusement arcade is a venue where people play arcade games such as video games, pinball machines, electro-mechanical games, redemption games, merchandisers, or coin-operated billiards or air hockey tables. In some countries, some types of arcades are legally permitted to provide gambling machines such as slot machines or pachinko machines. Games are housed in cabinets; the term used for ancestors of these venues in the beginning of the 20th century was penny arcades. Video games were introduced in amusement arcades in the late 1970s and were most popular during the golden age of arcade video games, the early 1980s. Arcades became popular with children and adolescents, which led parents to be concerned that video game playing might cause them to skip school. A penny arcade can be any type of venue for coin-operated devices for entertainment; the term came into use about 1905-1910. The name derives from the penny, once a staple coin for the machines; the machines used included: bagatelles, a game with elements of billiards and non-electrical pinball, early forms of non-electrical pinball machines, fortune-telling machinery, slot machines, coin-operated Amberolas peep show machines, which allowed the viewer to see various objects and pictures Mutoscopes love tester machines.
Coin operated shooter gamesPenny arcades led to the creation of video arcades in the 1970s. Arcades catering for video games began to gain momentum in the late 1970s with games such as Space Invaders and Galaxian and became widespread in 1980 with Pac-Man and others; the central processing unit in these games allowed for more complexity than earlier discrete-circuitry games such as Atari's Pong. During the late 1970s video-arcade game technology had become sophisticated enough to offer good-quality graphics and sounds, but it remained basic and so the success of a game had to rely on simple and fun gameplay; this emphasis on the gameplay explains why many of these games continue to be enjoyed as of 2018, despite the progress made by modern computing technology. The golden age of video arcade games in the 1980s became a peak era of video arcade game popularity and earnings. Color arcade games became more prevalent and video arcades themselves started appearing outside their traditional bowling-alley and bar locales.
Designers experimented with a wide variety of game genres, while developers still had to work within strict limits of available processor-power and memory. The era saw the rapid spread of video arcades across Western Europe and Japan; the number of video-game arcades in North America, for example, more than doubled between 1980 and 1982, reaching a peak of 13,000 video game arcades across the region. Beginning with Space Invaders, video arcade games started to appear in supermarkets, liquor stores, gas stations and many other retail establishments looking for extra income; this boom came to an end in the mid-1980s, in what has been referred to as "the great coin-op video crash of 1983". On November 30, 1982, Jerry Parker, the Mayor of Ottumwa, declared his city the "Video Game Capital of the World"; this initiative resulted in many firsts in video game history. Playing a central role in arcade history, Ottumwa saw the birth of the Twin Galaxies Intergalactic Scoreboard and the U. S. National Video Game Team, two organizations that still exist today.
Other firsts that happened in the Video Game Capital of the World included: the first video-game-themed parade the first video game world championship the first study of the brain waves of video-game champions the first billion-point video-game performance the first official day to honor a video-game player High game-turnover in Japanese arcades required quick game-design, leading to the adoption of standardized systems like JAMMA, Neo-Geo and CPS-2. These systems provided arcade-only consoles where the video game ROM could be swapped to replace a game; this allowed easier development and replacement of games, but it discouraged the hardware innovation necessary to stay ahead of the technology curve. Most US arcades didn't see the intended benefit of this practice since many games weren't exported to the US, if they were, distributors refused to release them as a ROM, preferring to sell the entire ROM, sometimes the cabinet as a package. In fact, several arcade systems such as Sega's NAOMI board are arcade versions of home systems.
The arcade industry entered a major slump in mid-1994. Arcade attendance and per-visit spending, though not as poor as during the 1983 crash, declined to the point where several of the largest arcade chains either were put up for sale or declared bankruptcy, while many large arcade machine manufacturers moved to get out of the business. In the second quarter of 1996, video game factories reported 90,000 arcade cabinets sold, as compared to 150,000 cabinets sold in 1990; the main reason for the slump was increasing competition from console ports. During the 1980s it took several years for an arcade game to be released on a home console, the port differed from the arcade version. In the late 1990s, a bar opened in the new Crown Casino complex in Melbourne, Australia named Barcode
Edge is a multi-format video game magazine published by Future plc in the United Kingdom, which publishes 13 issues of the magazine per year. The magazine was launched in October 1993 by Steve Jarratt, a long-time video games journalist who has launched several other magazines for Future; the artwork for the cover of the magazine's 100th issue was specially provided by Shigeru Miyamoto. The 200th issue was released in March 2009 with 200 different covers, each commemorating a single game. Only 200 magazines were printed with each cover, sufficient to more than satisfy Edge's circulation of 28,898. In October 2003, the then-editor of Edge, João Diniz-Sanches, left the magazine along with deputy editor David McCarthy and other staff writers. After the walkout, the editorship of Edge passed back to Tony Mott, editor prior to Diniz-Sanches; the only team member to remain was Margaret Robertson. In May 2007, Robertson stepped down as editor and was replaced by Tony Mott, taking over as editor for the third time.
Between 1995 and 2002, some of the content from the UK edition of Edge was published in the United States as Next Generation. In 2007, Future's US subsidiary, Future US began re-publishing selected recent Edge features on the Next Generation website. In July 2008, the whole site was rebranded under the Edge title, as, the senior of the two brands. In May 2014 it was reported that Future intended to close the websites of Edge and Video Games and their other videogame publications. Edge has been redesigned three times; the first redesign occurred in 1999. The first redesign altered the magazine's dimensions to be wider than the original shape; the latest design changes the magazine's physical dimensions for the second time, introduces a higher quality of paper stock than was used. Each issue includes a "Making-of" article on a particular game including an interview with one of the original developers. Issue 143 introduced the "Time Extend" series of retrospective articles. Like the "making-of" series, each focuses on a single game and, with the benefit of hindsight, gives an in-depth examination of its most interesting or innovative attributes."Codeshop" examines more technical subjects such as 3D modelling programs or physics middleware, while "Studio Profile" and "University Profile" are single-page summaries of particular developers or publishers, game-related courses at higher education institutions.
Although an overall list of contributors is printed in each issue's indicia, the magazine has not used bylines to credit individual writers to specific reviews and articles, instead only referring to the anonymous Edge as a whole. Since 2014, some contributed; the magazine's regular columnists have been credited throughout the magazine's run. The current columnists are Clint Hocking and Tadhg Kelly. In addition, several columnists appear toward the beginning of the magazine to talk about the game industry as a whole, rather than focusing on specific game design topics, they are Trigger Happy author Steven Poole, Leigh Alexander, Brian Howe, whose parody article section "You're Playing It Wrong" began with the new redesign. Previous columnists have included Paul Rose, Toshihiro Nagoshi of Sega's Amusement Vision, author Tim Guest, N'Gai Croal, game developer Jeff Minter. In addition, numerous columns were published anonymously under the pseudonym "RedEye", several Japanese writers contributed to a regular feature called "Something About Japan".
James Hutchinson's comic strip Crashlander was featured in Edge between issues 143 and 193. Edge scores games on a ten-point scale, from a minimum of 1 to a maximum of 10, with five as ostensibly the average rating. For much of the magazine's run, the magazine's review policy stated that the scores broadly correspond to one of the following "sentiments": 1 – disastrous 2 – appalling 3 – flawed 4 – disappointing 5 – average 6 – competent 7 – distinguished 8 – excellent 9 – astounding 10 – revolutionary However, with issue 143 the scoring system was changed to a simple list of "10 = ten, 9 = nine..." and so on, a tongue-in-cheek reference to people who read too much into review scores. It was three years before Edge gave a game a rating of ten out of ten, to date the score has been given to twenty-one games: In contrast, only two titles have received a one-out-of-ten rating, Kabuki Warriors and FlatOut 3: Chaos & Destruction. In a December 2002 retro gaming special, Edge retrospectively awarded ten-out-of-ten ratings to two titles released before the magazine's launch: Elite Exile Edge awarded a 10/10 score in one of the regular retrospective reviews in the magazine's normal run: Super Mario Bros.
In Edge's 10th anniversary issue in 2003, GoldenEye 007 was included as one of the magazine's top ten shooters, along with a note that it was "the only other game" that should have received a ten out of ten rating. The game had been awarded a nine out of ten, with the magazine stating that "a ten was considered, but rejected". Resident Evil 4, whi
Australasia comprises Australia, New Zealand, some neighbouring islands. It is used in a number of different contexts including geopolitically, physiographically, ecologically where the term covers several different but related regions. Charles de Brosses coined the term in Histoire des navigations, he derived it from the Latin for "south of Asia" and differentiated the area from Polynesia and the southeast Pacific. In Australia "Australasia" is considered to be Australia, New Zealand, New Guinea, the neighbouring islands of the Pacific, while in New Zealand it means Australia, New Zealand and former New Zealand dependencies. Richards, Kel. "Australasia". Wordwatch. ABC News Radio. Retrieved 2006-09-30. Media related to Australasia at Wikimedia Commons
Japan is an island country in East Asia. Located in the Pacific Ocean, it lies off the eastern coast of the Asian continent and stretches from the Sea of Okhotsk in the north to the East China Sea and the Philippine Sea in the south; the kanji that make up Japan's name mean "sun origin", it is called the "Land of the Rising Sun". Japan is a stratovolcanic archipelago consisting of about 6,852 islands; the four largest are Honshu, Hokkaido and Shikoku, which make up about ninety-seven percent of Japan's land area and are referred to as home islands. The country is divided into 47 prefectures in eight regions, with Hokkaido being the northernmost prefecture and Okinawa being the southernmost one; the population of 127 million is the world's tenth largest. 90.7 % of people live in cities. About 13.8 million people live in the capital of Japan. The Greater Tokyo Area is the most populous metropolitan area in the world with over 38 million people. Archaeological research indicates; the first written mention of Japan is in Chinese history texts from the 1st century AD.
Influence from other regions China, followed by periods of isolation from Western Europe, has characterized Japan's history. From the 12th century until 1868, Japan was ruled by successive feudal military shōguns who ruled in the name of the Emperor. Japan entered into a long period of isolation in the early 17th century, ended in 1853 when a United States fleet pressured Japan to open to the West. After nearly two decades of internal conflict and insurrection, the Imperial Court regained its political power in 1868 through the help of several clans from Chōshū and Satsuma – and the Empire of Japan was established. In the late 19th and early 20th centuries, victories in the First Sino-Japanese War, the Russo-Japanese War and World War I allowed Japan to expand its empire during a period of increasing militarism; the Second Sino-Japanese War of 1937 expanded into part of World War II in 1941, which came to an end in 1945 following the Japanese surrender. Since adopting its revised constitution on May 3, 1947, during the occupation led by SCAP, the sovereign state of Japan has maintained a unitary parliamentary constitutional monarchy with an Emperor and an elected legislature called the National Diet.
Japan is a member of the ASEAN Plus mechanism, UN, the OECD, the G7, the G8, the G20, is considered a great power. Its economy is the world's third-largest by nominal GDP and the fourth-largest by purchasing power parity, it is the world's fourth-largest exporter and fourth-largest importer. Japan benefits from a skilled and educated workforce. Although it has renounced its right to declare war, Japan maintains a modern military with the world's eighth-largest military budget, used for self-defense and peacekeeping roles. Japan is a developed country with a high standard of living and Human Development Index, its population enjoys the highest life expectancy and third lowest infant mortality rate in the world, but is experiencing issues due to an aging population and low birthrate. Japan is renowned for its historical and extensive cinema, influential music industry, video gaming, rich cuisine and its major contributions to science and modern technology; the Japanese word for Japan is 日本, pronounced Nihon or Nippon and means "the origin of the sun".
The character nichi means "sun" or "day". The compound therefore means "origin of the sun" and is the source of the popular Western epithet "Land of the Rising Sun"; the earliest record of the name Nihon appears in the Chinese historical records of the Tang dynasty, the Old Book of Tang. At the end of the seventh century, a delegation from Japan requested that Nihon be used as the name of their country; this name may have its origin in a letter sent in 607 and recorded in the official history of the Sui dynasty. Prince Shōtoku, the Regent of Japan, sent a mission to China with a letter in which he called himself "the Emperor of the Land where the Sun rises"; the message said: "Here, I, the emperor of the country where the sun rises, send a letter to the emperor of the country where the sun sets. How are you". Prior to the adoption of Nihon, other terms such as Yamato and Wakoku were used; the term Wa is a homophone of Wo 倭, used by the Chinese as a designation for the Japanese as early as the third century Three Kingdoms period.
Another form of Wa, Wei in Chinese) was used for an early state in Japan called Nakoku during the Han dynasty. However, the Japanese disliked some connotation of Wa 倭, it was therefore replaced with the substitute character Wa, meaning "togetherness, harmony"; the English word Japan derives from the historical Chinese pronunciation of 日本. The Old Mandarin or early Wu Chinese pronunciation of Japan was recorded by Marco Polo as Cipangu. In modern Shanghainese, a Wu dialect, the pronunciation of characters 日本; the old Malay word for Japan, Japun or Japang, was borrowed from a southern coastal Chinese dialect Fukienese or Ningpo – and this Malay word was encountered by Portuguese traders in Southeast Asia in the 16th century. These Early Portuguese traders brought the word
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
Maxim is an international men's magazine and launched in the UK in 1995, but based in New York City since 1997, prominent for its photography of actresses and female models whose careers are at a current peak. Maxim has a circulation of about 9 million readers each month. Maxim Digital reaches more than 4 million unique viewers each month. Maxim magazine publishes 16 editions, sold in 75 countries worldwide. Maxim has expanded into many other countries, including Australia. In 1999, MaximOnline.com was created. It contains content not included in the print version and focuses on the same general topics, along with exclusive sections such as the "Girls of Maxim" galleries and the "Joke of the Day". "Maxim Video" contains video clips of interviews, music videos, photo shoots, original content. On February 5, 2005, Maxim Radio, featuring male-oriented talk programming, debuted on Sirius Satellite Radio. Following the Sirius-XM merger in late 2008, the Maxim brand was dropped, the channel is now known as Sirius XM Stars Too.
On June 5, 2006, the magazine announced plans to build a casino on the Las Vegas Strip north of Circus Circus, but the casino plan failed after local condominium owners complained that the proposed casino would ruin their view. The land was sold to MGM Mirage. On June 15, 2007, private equity firm Quadrangle Group, along with long-time media executive Kent Brownridge, announced the acquisition of the parent company of Maxim, Blender and MaximOnline.com in the United States, under the name Alpha Media Group. As of April 23, 2009 Dennis Publishing has announced that it will no longer continue producing a print edition of Maxim in the UK, though the website for the UK version will remain. In July 2009, Maxim partnered with the UFC for the first-ever Maxim UFC Octagon Girl Search at the UFC Fan Expo. 40 girls participated in the contest, the winner was Natasha Wicks. Quadrangle Group gave up on its investment in Alpha Media Group in August 2009, making Cerberus Capital Management the majority partner.
In 2013, Alpha announced the sale of Maxim to the newly created Darden Media Group, but Darden was unable to raise the money. Calvin Darden, Jr. was charged with fraud relating to the transaction. Between 2010 and 2012, Maxim eliminated two issues, going from 12 issues a year to 10, decreased its circulation numbers by 20%, from a reported 2.5 million to only 2 million. Maximum Warrior debuted in 2011, as an online reality competition that tests ten of America's most elite military operators in ten military-inspired challenges; the videos on the Maxim app on Xbox Live. Several episodes feature Maxim's Military Advisor. Maximum Warrior is produced by Grand Street Media. On February 27, 2014, entrepreneur Sardar Biglari, the founder of Biglari Holdings and Biglari Capital, purchased Maxim. "We plan to build the business on multiple dimensions," he said at the time, "thereby energizing our readership and viewership." In September 2014 he hired Kate Lanphear, the former style director of Elle and T: The New York Times Fashion Magazine as editor, in an attempt to remake it as a luxury and fashion journal, at an annual salary, thought to be more than $700,000.
During Lanphear's tenure, the September 2015 issue featured actor Idris Elba on its cover, marking the first time that the magazine did not have a woman on the cover. Lanphear left the magazine in November 2015. In January 2016, Biglari took over as Editor-in-Chief of Maxim, though a Maxim staffer said that the new masthead title just formalizes what has always been clear: Biglari exercises full editorial control over Maxim. At one point last year, the staffer said, he decided to throw out a nearly-complete version of the December issue in order to redesign the magazine. On January 13, 2016, Gilles Bensimon joined Biglari as a special creative director. "What drew me to Maxim was Sardar's vision for the brand," said Bensimon. In 2004, the Gender Issues Centre, an on-campus feminist organization at Lakehead University in Thunder Bay, protested an on-campus "Thunder Bay Boob Idol" event sponsored by Maxim and Coors Light; the Centre described Maxim as consisting of "sexist bravado and racist imagery".
In 2006, Alok Jha of The Guardian criticized Maxim for encouraging excessive alcohol consumption and sexual objectification of women. In June 2007, Israeli diplomat David Saranga invited Maxim to the country. In what came to be known as "beers and babes", the magazine did photo shoots of near-naked Israeli women who serve in the army; the campaign drew an angry reaction from lawmaker Colette Avital, a former diplomat who served as Israel's consul-general in New York City in the 1990s. Prof. John H. Brown of Georgetown University described the spread as the first event in a new branch of public diplomacy. In February 2008, Maxim was criticized by the rock band The Black Crowes for rating their upcoming CD, without hearing the entire album. Black Crowes manager Pete Angelus said, "Maxim's actions seem to lack journalistic integrity and intentionally mislead their readership." According to Crowes, the magazine stated in an email that "Of course, we always prefer to hearing music, but sometimes there are big albums that we don’t want to ignore that aren’t available to hear, what happened with the Crowes.
It’s either an educated guess preview or no coverage at all, so in this case we chose the former." The magazine's editorial director James Kaminsky apologized, stating "It is Maxim's editorial policy to assign star ratings only to those albums that have been heard in their entirety. That policy was not followed in the March 2008 issue of our magazine and we apologize to our readers." Facing more criticism over rating albums with
Electronic Gaming Monthly
Electronic Gaming Monthly is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content, product reviews; the magazine was founded in 1988 as U. S. National Video Game Team's Electronic Gaming Monthly under Sendai Publications. In 1994, EGM spun off EGM ², which focused on expanded tricks, it became Expert Gamer and the defunct GameNOW. After 83 issues, EGM switched from Sendai Publishing to Ziff Davis publisher; until January 2009, EGM only covered gaming on console software. In 2002, the magazine's subscription increased by more than 25 percent; the magazine was discontinued by Ziff Davis in January 2009, following the sale of 1UP.com to UGO Networks. The magazine's February 2009 issue was completed, but was not published. In May 2009, EGM founder Steve Harris purchased its assets from Ziff Davis; the magazine was relaunched in April 2010 by Harris' new company EGM Media, LLC, widening its coverage to the PC and mobile gaming markets.
Notable contributors to Electronic Gaming Monthly have included Martin Alessi, Ken Williams, "Trickman" Terry Minnich, Andrew "Cyber-Boy" Baran, Danyon Carpenter, Marc Camron, Mark "Candyman" LeFebvre, Todd Rogers, Mike Weigand a.k.a. Major Mike, Al Manuel, Howard Grossman, Arcade Editor Mark "Mo" Hain, Mike "Virus" Vallas, Jason Streetz, Ken Badziak, Scott Augustyn, Chris Johnston, Che Chou, Dave Ruchala, Crispin Boyer, Greg Sewart, Jeanne Trais, Jennifer Tsao, artist Jeremy Norm Scott, Shawn "Shawnimal" Smith, West Coast Editor Kelly Rickards, Kraig Kujawa, Dean Hager, Jeremy Parish, Mark Macdonald. Writers who served stints as editor-in chief include Ed Semrad, Joe Funk, John Davison, James Mielke, artist Jeremy "Norm" Scott, Seanbaby. In addition, writers of EGM's various sister publications – including GameNow, Computer Gaming World/Games for Windows: The Official Magazine, Official U. S. PlayStation Magazine – would contribute to EGM, vice versa; the magazine is known for making April Fools jokes.
Its April 1992 issue was the source of the Sheng Long hoax in Street Fighter II: The World Warrior. The magazine includes the following sections: Insert Coin Letter from the editor - the editorial Login - Letters from readers and replies by the magazine Press Start This section contains a general article about video gaming EGM RoundTable - discussions around video games The Buzz - industry rumors The EGM Hot List - background information about a critically acclaimed game Features - feature articles The EGM Interview - interview with a person from the gaming industry Cover Story - preview of the game featured on the magazine cover Next Wave - previews of upcoming games Launch Point - short previews of upcoming games Review Crew - review section Review Recap - recapitulation of the review scores from the preceding issue Game Over - Commentary articles on video gaming related topics EGM's current review scale is based on a letter grade system in which each game receives a grade based on its perceived quality.
Games are reviewed by one member, except for "the big games", which were reviewed by one of a pool of editors known as "The Review Crew." They each write a few paragraphs about their opinion of the game. The magazine makes a strong stance. Towards the top of the scale, awards are given to games that average a B- or higher from the three individual grade: "Silver" awards for games averaging a grade of B- to B+; the current letter grade system replaced a long-standing 0–10 scale in the April 2008 issue. In that system, Silver went to a game with an average rating from 8 to 9, Gold to a game reviewed at 9 to 10, Platinum to a game that received nothing but 10 ratings; until 1998, as a matter of editorial policy, the reviewers gave scores of 10, never gave a Platinum Award. That policy changed when the reviewers gave Metal Gear Solid four 10 ratings in 1998, with an editorial announcing the shift. In addition, they gave the game with the highest average score for that issue a "Game of the Month" award.
If a "Game of the Month" title receives a port to another console, that version is disqualified from that month's award, such as with Resident Evil 4, which won the award for the Nintendo GameCube version and subsequently received the highest scores for the PlayStation 2 port months and Tony Hawk's Pro Skater 2, which won the Platinum award for two separate versions of the game. In 2002, EGM began giving games; as there is not always such a game in each issue, this award is only given out when a game qualifies. A team of four editors reviewed all the games; this process was dropped in favor of a system that added more reviewers to the staff so that no one person reviewed all the games for the month. Though the scores ranged from 0–10 on the previous numerical scale, the score of zero was never utilized, with exceptions being Mortal Kombat Advance, The Guy Game, Ping Pals. EGM en Español was released in Mexico in November 2002, it is edited by a different staff. Sometimes the content was more focused to