Future US, Inc. is an American media corporation specializing in targeted magazines and websites in the video games and technology markets. Future US is headquartered in New York City with small offices in Minneapolis. Future US is owned by parent company, Future plc, a specialist media company based in the United Kingdom, its magazines and websites include: PC Gamer Official Xbox Magazine TechRadar Maximum PC Electronic Musician Guitar Player Guitar World Multichannel News Broadcasting & Cable TWICE Founded in 1985 in the UK by Chris Anderson Future Publishing was the fastest growing UK publisher of the nineties. From a start in computer and video games magazines, Future diversified into sports, entertainment and general interest magazines becoming the UK's fourth largest publisher. Anderson wanted to expand Future into the United States, bought struggling Greensboro video game magazine publisher GP Publications, publisher of Game Players magazine in 1993; the company launched a number of titles including PC Gamer, relocated from North Carolina to the Bay area, occupying various properties in Burlingame and South San Francisco.
When Anderson sold Future to Pearson PLC he retained GP, renamed Imagine Media, Inc. in June 1995, operated it as his sole company for a few years. However, when Future bought itself out from Pearson in an MBO, Anderson came back on board, when Future floated on the stock exchange in 1999 Imagine's print magazines were merged with Future Publishing to form the Future Network PLC, a company floated on the London Stock Exchange; the on-line properties, including IGN, were put into a separate company snowball.com. Buoyed by the Internet economy and the success of Business 2.0 in the US, Future rode the boom of the late nineties. During this period the company won the exclusive worldwide rights to produce the official magazine for Microsoft's Xbox video game console and cemented its position as a leader in the games market. In the spring of 2001, buffeted by economic factors and the market downturn, Future Network USA went through a strategic reset of its business that included the closure of some titles and Internet operations and the sale of Business 2.0 to AOL/Time Warner.
By early fall 2002, Imagine Media had refocused on its core business, publishing five games and technology magazines: Official Xbox Magazine, PC Gamer, PSM: 100% Independent PlayStation 2 Magazine, Maximum PC and MacAddict. It was that Imagine became Future Network USA, adopting the name of its parent company, Future plc. Future used this strong portfolio and its strength in creating media for young men as a platform for growth into the action sports and music markets. In December 2005, after three years of organic growth and strategic acquisition, Future Network USA became Future US, to reflect its diversification into markets beyond games and technology. In 2005, Future US made its first venture into the women's market with the launch of Scrapbook Answers and with the addition of Women's Health & Fitness and Decorating Spaces, to its portfolio of titles with the Future plc acquisition of Highbury House plc. On September 19, 2007, Nintendo and Future announced that Future US would obtain the publishing rights to Nintendo Power magazine.
This came into effect with the creation of issue #222. On October 1, 2007, it was announced that Future US would be making PlayStation: The Official Magazine, which ended up replacing PSM and first hit newsstands in November 2007. With this launch, Future US is the publisher of the official magazines of all three major console manufacturers in the US. In 2012, NewBay Media bought the Music division of Future US. In 2018, Future reacquired majority of the assets sold to NewBay by buying NewBay outright for US13.8 million. Future used this acquisition to expand its US footprint in B2B segment. CD-ROM Today Daily Radar Games Radar Decorating Spaces Do! Future Music Future Snowboarding Magazine Game Players Guitar One Guitar World Acoustic Guitar World Legends Guitar World's Bass Guitar Maximum Linux Men's Edge Mobile PC netPOWER Next Generation Magazine Nintendo Power Official Dreamcast Magazine PC Accelerator PlayStation: The Official Magazine Revolution Scrapbook Answers Skateboard Trade News Snowboard Trade News T3 The Net Total Movie Women's Health & Fitness Official website
Microsoft Windows is a group of several graphical operating system families, all of which are developed and sold by Microsoft. Each family caters to a certain sector of the computing industry. Active Windows families include Windows Embedded. Defunct Windows families include Windows Mobile and Windows Phone. Microsoft introduced an operating environment named Windows on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces. Microsoft Windows came to dominate the world's personal computer market with over 90% market share, overtaking Mac OS, introduced in 1984. Apple came to see Windows as an unfair encroachment on their innovation in GUI development as implemented on products such as the Lisa and Macintosh. On PCs, Windows is still the most popular operating system. However, in 2014, Microsoft admitted losing the majority of the overall operating system market to Android, because of the massive growth in sales of Android smartphones.
In 2014, the number of Windows devices sold was less than 25 %. This comparison however may not be relevant, as the two operating systems traditionally target different platforms. Still, numbers for server use of Windows show one third market share, similar to that for end user use; as of October 2018, the most recent version of Windows for PCs, tablets and embedded devices is Windows 10. The most recent versions for server computers is Windows Server 2019. A specialized version of Windows runs on the Xbox One video game console. Microsoft, the developer of Windows, has registered several trademarks, each of which denote a family of Windows operating systems that target a specific sector of the computing industry; as of 2014, the following Windows families are being developed: Windows NT: Started as a family of operating systems with Windows NT 3.1, an operating system for server computers and workstations. It now consists of three operating system subfamilies that are released at the same time and share the same kernel: Windows: The operating system for mainstream personal computers and smartphones.
The latest version is Windows 10. The main competitor of this family is macOS by Apple for personal computers and Android for mobile devices. Windows Server: The operating system for server computers; the latest version is Windows Server 2019. Unlike its client sibling, it has adopted a strong naming scheme; the main competitor of this family is Linux. Windows PE: A lightweight version of its Windows sibling, meant to operate as a live operating system, used for installing Windows on bare-metal computers, recovery or troubleshooting purposes; the latest version is Windows PE 10. Windows IoT: Initially, Microsoft developed Windows CE as a general-purpose operating system for every device, too resource-limited to be called a full-fledged computer. However, Windows CE was renamed Windows Embedded Compact and was folded under Windows Compact trademark which consists of Windows Embedded Industry, Windows Embedded Professional, Windows Embedded Standard, Windows Embedded Handheld and Windows Embedded Automotive.
The following Windows families are no longer being developed: Windows 9x: An operating system that targeted consumers market. Discontinued because of suboptimal performance. Microsoft now caters to the consumer market with Windows NT. Windows Mobile: The predecessor to Windows Phone, it was a mobile phone operating system; the first version was called Pocket PC 2000. The last version is Windows Mobile 6.5. Windows Phone: An operating system sold only to manufacturers of smartphones; the first version was Windows Phone 7, followed by Windows Phone 8, the last version Windows Phone 8.1. It was succeeded by Windows 10 Mobile; the term Windows collectively describes any or all of several generations of Microsoft operating system products. These products are categorized as follows: The history of Windows dates back to 1981, when Microsoft started work on a program called "Interface Manager", it was announced in November 1983 under the name "Windows", but Windows 1.0 was not released until November 1985.
Windows 1.0 was to achieved little popularity. Windows 1.0 is not a complete operating system. The shell of Windows 1.0 is a program known as the MS-DOS Executive. Components included Calculator, Cardfile, Clipboard viewer, Control Panel, Paint, Reversi and Write. Windows 1.0 does not allow overlapping windows. Instead all windows are tiled. Only modal dialog boxes may appear over other windows. Microsoft sold as included Windows Development libraries with the C development environment, which included numerous windows samples. Windows 2.0 was released in December 1987, was more popular than its predecessor. It features several improvements to the user memory management. Windows 2.03 changed the OS from tiled windows to overlapping windows. The result of this change led to Apple Computer filing a suit against Microsoft alleging infringement on Apple's copyrights. Windows 2.0
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
Europe is a continent located in the Northern Hemisphere and in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west and the Mediterranean Sea to the south, it comprises the westernmost part of Eurasia. Since around 1850, Europe is most considered to be separated from Asia by the watershed divides of the Ural and Caucasus Mountains, the Ural River, the Caspian and Black Seas and the waterways of the Turkish Straits. Although the term "continent" implies physical geography, the land border is somewhat arbitrary and has been redefined several times since its first conception in classical antiquity; the division of Eurasia into two continents reflects East-West cultural and ethnic differences which vary on a spectrum rather than with a sharp dividing line. The geographic border does not follow political boundaries, with Turkey and Kazakhstan being transcontinental countries. A strict application of the Caucasus Mountains boundary places two comparatively small countries and Georgia, in both continents.
Europe covers 2 % of the Earth's surface. Politically, Europe is divided into about fifty sovereign states of which the Russian Federation is the largest and most populous, spanning 39% of the continent and comprising 15% of its population. Europe had a total population of about 741 million as of 2016; the European climate is affected by warm Atlantic currents that temper winters and summers on much of the continent at latitudes along which the climate in Asia and North America is severe. Further from the sea, seasonal differences are more noticeable than close to the coast. Europe, in particular ancient Greece, was the birthplace of Western civilization; the fall of the Western Roman Empire in 476 AD and the subsequent Migration Period marked the end of ancient history and the beginning of the Middle Ages. Renaissance humanism, exploration and science led to the modern era. Since the Age of Discovery started by Portugal and Spain, Europe played a predominant role in global affairs. Between the 16th and 20th centuries, European powers controlled at various times the Americas all of Africa and Oceania and the majority of Asia.
The Age of Enlightenment, the subsequent French Revolution and the Napoleonic Wars shaped the continent culturally and economically from the end of the 17th century until the first half of the 19th century. The Industrial Revolution, which began in Great Britain at the end of the 18th century, gave rise to radical economic and social change in Western Europe and the wider world. Both world wars took place for the most part in Europe, contributing to a decline in Western European dominance in world affairs by the mid-20th century as the Soviet Union and the United States took prominence. During the Cold War, Europe was divided along the Iron Curtain between NATO in the West and the Warsaw Pact in the East, until the revolutions of 1989 and fall of the Berlin Wall. In 1949 the Council of Europe was founded, following a speech by Sir Winston Churchill, with the idea of unifying Europe to achieve common goals, it includes all European states except for Belarus and Vatican City. Further European integration by some states led to the formation of the European Union, a separate political entity that lies between a confederation and a federation.
The EU originated in Western Europe but has been expanding eastward since the fall of the Soviet Union in 1991. The currency of most countries of the European Union, the euro, is the most used among Europeans. In classical Greek mythology, Europa was a Phoenician princess; the word Europe is derived from her name. The name contains the elements εὐρύς, "wide, broad" and ὤψ "eye, countenance", hence their composite Eurṓpē would mean "wide-gazing" or "broad of aspect". Broad has been an epithet of Earth herself in the reconstructed Proto-Indo-European religion and the poetry devoted to it. There have been attempts to connect Eurṓpē to a Semitic term for "west", this being either Akkadian erebu meaning "to go down, set" or Phoenician'ereb "evening, west", at the origin of Arabic Maghreb and Hebrew ma'arav. Michael A. Barry, professor in Princeton University's Near Eastern Studies Department, finds the mention of the word Ereb on an Assyrian stele with the meaning of "night, sunset", in opposition to Asu " sunrise", i.e. Asia.
The same naming motive according to "cartographic convention" appears in Greek Ἀνατολή. Martin Litchfield West stated that "phonologically, the match between Europa's name and any form of the Semitic word is poor." Next to these hypotheses there is a Proto-Indo-European root *h1regʷos, meaning "darkness", which produced Greek Erebus. Most major world languages use words derived from Europa to refer to the continent. Chinese, for example, uses the word Ōuzhōu. In some Turkic languages the Persian name Frangistan is used casually in referring to much of Europe, besides official names such as Avrupa or Evropa; the prevalent definition of Europe as a geographical term has been in use since the mid-19th century. Europe is taken to be bounded by large bodies of water
Need for Speed III: Hot Pursuit
Need for Speed III: Hot Pursuit is a racing video game released in 1998. It is the third major installment in the Need for Speed series, incorporating police pursuits as a major part of gameplay. Hot Pursuit remains focused in racing using exotic sports cars, but features races that take place in locations within North America, including varied settings and climates. In addition, police AI is improved over its predecessor, utilizing several tactics to stop both the player and opponent; the game was released for PlayStation in March 1998 and received an enhanced port for Microsoft Windows in October 1998. A sequel, Need for Speed: Hot Pursuit 2, was released in 2002. With police pursuits reintegrated into the game, Hot Pursuit's gameplay now consists of two categories; the first encompasses standard racing, as it has been in its predecessors, The Need for Speed and Need for Speed II, in which the player is allowed to race against one or seven other racers in normal circuit racers, knockouts, or tournaments.
The second category is dubbed "Hot Pursuit". The PC version contains a role reversal variation in which players select a police version of a sports car to pursue and stop all six racers before they complete the race. Completing the Hot Pursuit challenges in both roles in the PC version on every track of the game unlocks additional police sports cars. Two modes were introduced in the game; the two-player split-screen mode allows two players to race using the same computer. The "Knockout" mode consists of seven races with eight racers on randomly chosen tracks, in which conditions such as selected difficulty, so on that the player has chosen before starting the race-series will apply; each race consists of two laps where the driver who finishes last will be eliminated from the race lineup. All other drivers advance to the next round and carry on with the battle until there is only one player left, who technically wins the knockout competition; the standard "Tournament" mode consists of eight opponents in a four-lap race on randomly selected tracks and choices made by the player as in the knockout mode take effect when the tournament is started.
The game supports network play through a serial port, modem, or IPX, online gaming through TCP/IP protocol. It allowed spawn installations of itself to be installed on other machines. Racing tracks are varied, with settings ranging from wide desert canyons to homely countryside villages, as well as snow-capped mountain ranges. Two particular tracks in the game are host to a modern and intricate structure identified as the Electronic Arts development office. Most tracks contain one or more secret shortcuts which can alter the outcome of a race; the tracks in the game are: Hometown, Redrock Ridge, Rocky Pass, Country Woods, Lost Canyons and The Summit. There is an unlockable secret track called Empire City; the game boasted some impressive graphics support for its time, allowing up to 1152 by 864 pixels, 16-bit in-game resolution. Motion-sensing controllers received support as well, granting the players a more thorough gameplay experience by allowing them to "drive" the cars. Car tuning was introduced, which allowed any car's handling to be customized by adjusting low or high-end properties for engine tuning and gear ratios, front or back brake balance, slow or fast braking speed, soft or stiff suspension, low or high aerodynamics as well as rain or racing tires.
Any of these options could be modified via sliders to offer a digit-sensitive, percentage-based effect to the selected car's overall performance. Higher-end engine and gear tuning, for example, will compromise acceleration for better top speed. Rear-based brake balance and slow braking speeds make for wider, drifting turns, aerodynamics provide higher speeds at the loss of handling. Hot Pursuit's pursuit system has been improved in terms of AI and police tactics over The Need for Speed; the game now requires that the racer only stops near a pursuing police car to be ticketed or arrested by the police, as opposed to being overtaken by a police car, forcing the racer to pull over for the same punishments. Accordingly, police cars are now programmed with the ability to block a racer's car in an attempt to halt them. In addition, whereas the original Need for Speed would only have a single police car chasing a racer in each pursuit, Hot Pursuit allows more police cars to pursue a racer, opening up the opportunity for them to collectively ambush the racer's car.
The police version of the sports cars is only playable in the PC version. However, the police cars can be played through hacking with a GameShark; the player must select a car in Hot Pursuit mode, which will be replaced by a police car when the race starts. The CLK-GTR, El Niño cannot be replaced; when driving a police car in the PS1 version, the police can still arrest the player. Tactical aspects of the police pursuits have been improved; the police have the ability to deploy roadblocks which has computer-controlled police cars form a wall across the road, spike strips which puncture the tires of a racer's car, bringing it to a halt. Both tactics present weaknesses gaps in the blockade that can be used by a racer to avoid collisions with police cars, or tire punctures from a spi
Future plc is a British media company founded in 1985. It publishes more than 50 magazines in fields such as video games, films, photography and knowledge, it is a constituent of the FTSE Fledgling Index. The company owns the US company Future US; the company was founded as Future Publishing in Somerton, Somerset in 1985 by Chris Anderson with the sole magazine Amstrad Action. An early innovation was the inclusion of free software on magazine covers, the first company to do so. In the 1990s, the company published Arcane, a magazine which focused on tabletop games. Anderson sold Future to Pearson PLC for £52.7m in 1994, but bought it back in 1998, with Future chief executive Greg Ingham and Apax Venture Partners, for £142m. In 2001, Anderson left Future. In 2007, the State of Texas filed a lawsuit against Future plc for violating the Children's Online Privacy Protection Act; the lawsuit alleges that the Future plc owned website GamesRadar "failed to include necessary disclosures and obtain parental consent before collecting personal information from children."
The owner of the other websites settled in March 2008, though the final disposition against Future plc is not public record. In November 2009, Future reported a fall in profits from £9.5 million to £3.7 million in the fiscal year that ended 30 September 2009. Future attributed this to problems with their US market, hit by a fall in the general advertising market. In March 2010, Future announced that it was exploring the possibility of reviving its GamesMaster brand on television; the video games show had run from 1992 until 1998 but while the spin-off magazine continued to be published for a further 20 years, its last issue hit the newsstands on 1 November 2018. Future won the Association of Online Publishers Consumer Digital Publisher of the Year Award for the third year in a row in 2010. Future published the official magazines for the consoles of all three major games console manufacturers; the company had a period of shuttering print media properties in favour of digital media, closing many titles and selling off others.
In January 2012, Future sold its U. S. consumer music magazines, including Guitar World and Revolver, to NewBay Media for $3 million. In April 2013, it completed the sale of major components of its UK media-music brands for £10.2 million to Team Rock Ltd. In September 2013 – but bought these back for £800,000 in 2017 after Team Rock went into administration. In August 2013, Future acquired two Australian computing titles, APC and TechLife from Bauer Media Group. Future announced it would cut 55 jobs from its UK operation as part of a restructuring to adapt "more to the company's rapid transition to a digital business model." The company announced in March 2014 that it would close all of its U. S.-based print publications and shift U. S. print support functions such as consumer marketing and editorial leadership for Future's international print brands to the UK. In 2014, Future sold its sport and craft titles to Immediate Media, its auto titles to Kelsey Media. In 2016, Future started to expand its web portfolio through a series of acquisitions.
It bought Blaze Publishing to diversify into the shooting market and acquired Noble House Media to increase its interest in telecoms media. Future completed the purchase of rival specialist magazine publisher Imagine on 21 October 2016 after receiving approval from the Competition and Markets Authority. In 2018, Future made further major acquisitions, it bought the What Hi-Fi?, FourFourTwo, Practical Caravan and Practical Motorhome brands from Haymarket. Future acquired NewBay Media, publisher of numerous broadcast, professional video, systems integration trade titles, as well as several consumer music magazines.. It intends to complete the acquisition of U. S. B2C publisher Purch for $132m by September 2018. Future purchased nextmedia computing and tech assets in the same month and incorporating PC PowerPlay articles into the online versions of PC Gamer. In January 2019, Future sold some B2B brands to Datateam Media Group. In February 2019, Future acquired Mobile Nations including Android Central, iMore, Windows Central and Thrifter.
In March 2014, it was announced that the company's CFO Zillah Byng-Maddick would become the company's fourth CEO in nine years on 1 April 2014 after Mark Wood, CEO since 2011, stepped down. Richard Huntingford is chairman. Official website
GamePro was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on PC computers and mobile devices. Gamepro Media properties included their website; the company was a part subsidiary of the held International Data Group, a media and research technology group. Published in 1989, GamePro magazine provided feature articles, news and reviews on various video games, video game hardware and the entertainment video gaming industry; the magazine was published monthly with October 2011 being its last issue, after over 22 years of publication. GamePro's February 2010 issue introduced a redesigned layout and a new editorial direction focused on the people and culture of its gaming. GamePro.com was launched in 1998. Updated daily, the website’s content included feature articles, previews, reviews and videos covering video games, video game hardware and the entertainment gaming industry.
The website included user content such as forums and blogs. In January 2010, the website was redesigned to reflect the same new editorial changes being made in the print magazine; the website was based at Gamepro's headquarters in San Francisco from 1998–2002 and in Oakland, California from 2002–11. Gamepro.com had international variants that have now outlasted their parent publication in countries such as Germany, France. Gamepro was first established in late 1988 by Patrick Ferrell, his sister-in-law Leeanne McDermott, the husband-wife design team of Michael and Lynne Kavish, they worked out of their houses throughout the San Francisco Bay Area before leasing their first office in Redwood City, California at the end of 1989. Lacking the cashflow to be able to sustain growth after publishing the first issue, the founding management team sought a major publisher and in 1989 found one with IDG Peterborough, a New Hampshire-based division of the global giant IDG. Led by a merger and acquisition team comprising IDG Peterborough President Roger Murphy and two other executives, Jim McBrian and Roger Strukhoff, the magazine was acquired a few months spun off as an independent business unit of IDG, under the leadership of Ferrell as president/CEO.
The addition of John Rousseau as publisher and editor-in-chief Wes Nihei, as well as renowned artist Francis Mao, established Gamepro as a large, profitable magazine worldwide publication. Francis Mao, acting in his role as art director for the nascent GamePro, contracted game illustrator Marc Ericksen to create the premiere cover for the first addition of the magazine. Ericksen would go on to produce five of the first ten covers for GamePro creating eight in total, would continue a secondary role creating a number of the double page spreads for the popular monthly Pro Tips section. Over the years, the Gamepro offices have moved from Redwood City to San Mateo to San Francisco and lastly Oakland. In 1993, the company was renamed from Gamepro Inc. to Infotainment World in reflection of its growing and diverse publication lines. The magazine was known for its editors using comic book-like avatars and monikers when reviewing games; as of January 2004, Gamepro ceased to use the avatars due to a change in the overall design and layout of the magazine.
Meanwhile, editorial voices carried over to the community on its online sister publication, www.gamepro.com. Gamepro was most famous for its ProTips, small pieces of gameplay tips and advice depicted with game screenshot captions, it features a special corner section known as Code Vault, where secret codes are all posted. These particular features have since vanished. Code Vault was published in print format and sold as a quarterly cheats and strategy magazine on newsstands. There was a TV show called GamePro TV; the show was hosted by J. D. Brennan Howard; the show was nationally syndicated for one year moved to cable for a second year. In 1993, Patrick Ferrell sent Debra Vernon, VP of marketing, to a meeting between the games industry and the Consumer Electronics Show. Realizing an opportunity, the team at the now-entitled Infotainment World launched E3, the Electronic Entertainment Expo; the industry backed Ferrell partnered with the IDSA to produce the event. It was one of the biggest trade show launches in history.
Early in its lifespan, the magazine included comic book pages about the adventures of a superhero named Gamepro, a video game player from the real world brought into a dimension where video games were real to save it from creatures called the Evil Darklings. In 2003, Joyride Studios produced limited-edition action figures of some of the Gamepro editorial characters. Gamepro appeared in several international editions, including France, Spain, Italy, Australia and Greece; some of these publications share the North American content, while some others share only the name and logo but do feature different content. Early in 2006, IDG Entertainment began to change internally and shift operational focus from a "Print to Online" to "Online to Print" publishing mentality; the first steps. Enter: George Jones, industry veteran. In February 2006, Gamepro's online video channel, Games.net, launched a series of video-game related shows. The extensive online programming is geared towards an more mature audience.
In August 2006, the Gamepro onli