Dragon's Lair 3D: Return to the Lair
Dragon's Lair 3D: Return to the Lair is an action-adventure video game released in 2002 by Dragonstone Software. The game is based on Cinematronics' 1983 laserdisc arcade game Dragon's Lair, follows a similar story. Many of the characters and locations from the 1983 original make appearances in the game, along with new puzzles and enemies. Animator and director Don Bluth, who produced the cartoon animation for the arcade original produced two new animated sequences for the opening and ending of the game; the game uses cel shading to mimic the distinctive style of the original. The game is the first in the series to host non-restricted movement for the player. A linear exploration of the castle is broken up with boss fights, many of which are characters from the original arcade game, but not all. Many of the rooms seen in the original are seen again. New mechanics are introduced by the Dragon Essences. Health and Mana meters are introduced and can be given upgrades throughout the game. A crossbow is introduced and is used as an alternative weapon and resourceful object for puzzles.
Treasure is brought into the game to act as optional challenges to complete. The story starts as the Princess Daphne is captured by the dragon Singe commanded by the wizard Mordroc. Dirk sees this as he is riding his horse and unsuccessfully tries to rescue her. Daphne is taken through a portal, but leaves behind an amulet that allows her to talk to Dirk as he works his way through the castle withholding her. Daphne explains to Dirk how the wizard has become powerful and would be undefeatable without the help of the Dragon Essences: magical objects that grant their users abilities and are each guarded by the strongest beings in the castle. Dirk manages to find the princess and goes into battle with Singe mirroring the original arcade's version of the fight; as the knight walks away with the princess in his arms, he notices a different reflection in a nearby crystal and drops her to find that she is a dark alter-ego version of himself in disguise. The evil Dirk laughs at the hero for falling for his trap and goes on to explain how he is one of the beings holding an essence and that long ago, those who held the essences grew corrupt, thus a civil war between the forces broke out.
Dirk defeats the alter-ego and goes onto gather the rest of the essences, but as he gains a magical set of arrows that are the only weapon capable of dispatching the wizard, Daphne begins to chastise Dirk for picking them up. Soon after, it is revealed that the Daphne speaking to Dirk up to this point was Mordroc impersonating her. Dirk travels to where the princess is held captive and duels the wizard, who transforms into a dragon, he is defeated by the magical arrows and the knight saves the princess. The game received "mixed or average reviews" on all platforms according to video game review aggregator Metacritic. In late 2004, Digital Leisure released Dragon's Lair III; this was based on footage taken from Dragon's Lair 3D, but using a control system closer to the original and akin to their DVD version of the original Dragon's Lair. Reviews of this version were negative, with CheatCentral noting: "In a nutshell, they've taken footage of someone playing Dragon's Lair 3D and turned it into an interactive cartoon, much like the original Dragon's Lair.
You would be hard-pressed to tell that this was an interactive version of DL3D." Dragon's Lair 3D: Return to the Lair on IMDb Dragon's Lair 3D: Return to the Lair at MobyGames Dragon's Lair 3D: Return to the Lair at Giant Bomb
Dragon's Lair II: Time Warp
Dragon's Lair II: Time Warp is a 1991 laserdisc video game by the Leland Corporation. It is regarded as the first "true" sequel to Dragon's Lair; as with the original, Dragon's Lair II: Time Warp consists of an animated short film that requires the player to move the joystick or press a fire button at certain times in order to continue. It takes place years after the original Dragon's Lair. Dirk has married Daphne, the marriage has produced many children; when Daphne is kidnapped by the evil wizard Mordroc in order to be forced into marriage, Dirk's children and his mother-in-law are upset by the abduction of Daphne, Dirk must once again save her. Home ports of the game were announced for the Sega Saturn, Philips CD-i, 3DO Interactive Multiplayer, Atari Jaguar CD. However, only the CD-i version was released, though non-playable demos of the 3DO and Jaguar CD versions appear on those consoles' respective versions of Brain Dead 13; the game was ported to the Wii as part of the compilation release Dragon's Lair Trilogy.
A PlayStation 3 port was released on June 1, 2011. A Nintendo Switch port of the Wii Dragon's Lair Trilogy compilation was released on January 17, 2019. Dirk the Daring must rescue Daphne with the help of a well-spoken time machine, it seems that the time machine is possessed by the brother of Mordroc, the foul wizard that has kidnapped Daphne. Dirk travels through several dimensions and historical eras searching for Daphne, some inspired by classic stories and fairy tales such as Alice in Wonderland and Sleeping Beauty, to prevent Mordroc from enslaving Daphne to his whim with the dreaded Death Ring. Voice actor Michael Rye reprises his role as the narrator in the attract sequence, as he did with Dragon's Lair as well as Space Ace. Gameplay differs from the original in two important ways. First, it follows a linear sequence of events which flow one into the next, as opposed to the randomized sequences of rooms from the first game. Second, golden treasures are scattered throughout the game. If the player misses any, at the end of the game it loops back to the first treasure missed.
As well, unlike in the first game, the actions the player must do are prompted by a brief flash of what Dirk should use or where he should go next. Development on the game began in 1983 after the success of the original Dragon's Lair, reached arcades eight years hence Leland Interactive's credit on the title screen, although a commercial from Don Bluth Productions featuring completed animation from stage 3 in the game had aired on television in 1984. Creating the game's animation took three years. Stage 1, he must flee from her while getting past several creatures and obstacles in the deceased Singe's old castle, including a ravenous snake wearing a Tam o' Shanter, in order to reach the time machine that will allow him to pursue Mordroc. Stage 2; as this happens, the tiny island they are on crumbles into the sea. Stage 3. While being dressed as Alice by enemy characters, he tumbles into Wonderland where he faces Tweedledum and Tweedledee, the Queen of Hearts, her army of playing card soldiers, the Mad Hatter and the March Hare, the Jabberwock and the Cheshire Cat.
Stage 4. Stage 5. Stage 6. Stage 7. Dirk must avoid the monstrous Daphne's mindless attempts to devour him, he must get the ring off her finger, restore her to normal, defeat Mordroc at the same time. In addition to the alternate scene in the non-arcade version, Dirk has to remove the ring from Daphne and throw it at Mordroc. Final Stage. During the course of the game, the player can optionally find and collect "treasures". In the Director's Cut version of the game, gathering all the treasures offers an alternate and easier second-to-last stage. In it, Dirk must get the Death Ring and throw it at Mordroc; this includes three death scenes that were not used in the final release. Around the time the Arcade was out, an abridged version was released for the Amiga
Dragon's Lair: The Legend
Dragon's Lair: The Legend is a 1991 side-scrolling platform video game for the Nintendo Game Boy developed by Elite Systems. The game is part of the Dragon's Lair franchise and stars Dirk the Daring, who explores the world attempting to collect all 194 fragments of the mythical Life Stone; the gameplay is an extreme departure from other games in the series as it includes no enemies and aside from its protagonist, no other established characters. It does however retain the grueling difficulty. Dirk the Daring held the maid's limp and lifeless body in his arms, as he surveyed the carnage of the bloody battle scene. With the last gasps of her dying breath, Princess Daphne's loyal servant, had been told the horrible tale of their undoing, it seemed a traitor in their ranks had informed the evil Mordroc that the princess' caravan was carrying the mythical Life Stone, an ancient artifact rumored to give its owner limitless power and eternal life. His barbaric army had ambushed the princess' helpless band, mercilessly slaying all but the beautiful Princess whom they had taken into captivity.
Before the attack, the maid has used her limited powers of sorcery to shatter the Life Stone into hundreds of pieces and scatter them throughout the land. Dirk knew though he did not relish the task; the Life Stone must be reassembled before Princess Daphne could be rescued from Mordroc's evil clutches! The player can use either the B button to jump and left or right on the control pad to walk; the Start button pauses and the Select button resets if pressed on the pause screen. The goal of the game is to move screen-by-screen collecting all 194 fragments of the Life Stone reach the final screen where the Good Knight lies in a deathlike trance; each screen has the player advances to the next by reaching the edge. Dirk begins with 10 lives and loses a life by either landing on a deadly object, falling from a great height, or depleting all of his energy meter. Dirk has no weapon, as there are no bosses. There is no on-screen display that shows the player their remaining lives, energy meter, number of Life Stone fragments collected, or score.
Only after a death does the game show the remaining lives and fragments collected. The score is revealed after a game over; the world consists of 11 distinct regions covering themes from the medieval Dragon's Lair setting. There are some differences in gameplay between the European release and the Japanese/North American releases.: In US/JP versions, falling from about two-thirds screen height is an instant death. Fall damage can be canceled if Dirk transitions to a new screen mid-fall, collects a stone fragment, or lands on a moving platform; the EU version does not include any fall damage at all. In all versions the player begins with 10 lives. In the EU release Dirk is given 1 extra life for every 42 Life Stones collected but never exceeds the maximum of 10. Extra lives are not awarded at all in US/JP versions. In the US/JP versions, holding down the jump button will make Dirk continuously jump. In the EU version, holding down jump will only jump once but tapping will register inputs fast enough to simulate infinite jumping.
In the EU version there's a large gap between the mine cart in "The Cells" and the beginning of the track, leaving Dirk more room to jump onto it. In US/JP versions the mine cart has been re-positioned against the far edge of the track; this can result in the player unintentionally launching the cart before jumping onto it. In "The Cells" there's a long moving platform where Dirk has to elevate to the top of the screen and jump through a narrow gap. In the EU version, this gap is twice as wide as the US/JP versions. Developed by Elite Systems, the game is a port and re-skin of the 1985 ZX Spectrum game Roller Coaster. Though the graphics have been altered to a medieval theme, many areas resemble amusement park rides. There are three mine cart sections that were roller coasters, spinning objects that match a Ferris wheel, several buildings that were once bumper car rides. Elite Systems acted as publisher for European regions, Epic/Sony Records published in Japan, CSG Imagesoft and UbiSoft both published North American versions.
The US version of the game received entirely negative reviews. EGM rated the game a 17 out of 40, it holds a 1.63 out of 5 user rating on GameFAQs, placing it 1,052 out of 1,068 Game Boy games. Reviews of the European version were more favorable receiving scores as high as 93% and 5/5 stars
ST Format was a computer magazine in the UK covering the Atari ST during the late 1980s and early 1990s. Like other members of the Future plc Format stable - PC Format and Amiga Format, for instance, it combined software and hardware reviews with columnists, letters pages and a cover disk; the magazine was launched in 1989 when its predecessor, the short-lived ST/Amiga Format was split into two separate publications. Most of the staff went on to work at ST Format with Amiga Format being a whole new magazine. Latterly, the magazine was kept alive by enthusiastic freelancers such as Frank Charlton and Andy Curtis, as well as dedicated staff writers and editors such as Clive Parker and Nick Peers. ST Format continued publication until 1996, when production of the Atari ST and Atari Falcon computers was all but over; the final issue was published in September 1996, was the eighty-sixth issue of the magazine. Fan sites for the magazine still exist on the internet, some featuring archives of features from the magazines.
The ST Format Shrine ST Format Cover Images
A veil is an article of clothing or hanging cloth, intended to cover some part of the head or face, or an object of some significance. Veiling has a long history in European and African societies; the practice has been prominent in different forms in Judaism and Islam. The practice of veiling is associated with women and sacred objects, though in some cultures it is men rather than women who are expected to wear a veil. Besides its enduring religious significance, veiling continues to play a role in some modern secular contexts, such as wedding customs. Elite women in ancient Mesopotamia and in the Greek and Persian empires wore the veil as a sign of respectability and high status; the earliest attested reference to veiling is found a Middle Assyrian law code dating from between 1400 and 1100 BC. Assyria had explicit sumptuary laws detailing which women must veil and which women must not, depending upon the woman's class and occupation in society. Female slaves and prostitutes were faced harsh penalties if they did so.
The Middle Assyrian law code states:§ 40. A wife-of-a-man, or, or women who go out into the main thoroughfare their heads. A prostitute shall not veil herself, her head shall be bare. Whoever sees a veiled prostitute shall seize her, secure witnesses, bring her to the palace entrance, they shall not take her jewelry. And if a man should see a veiled prostitute and release her and not bring her to the palace entrance: they shall strike that man 50 blows with rods. Slave-women shall not veil themselves, he who should see a veiled slave-woman shall seize her and bring her to the palace entrance: they shall cut off her ears. Veiling was thus not only a marker of aristocratic rank, but served to "differentiate between'respectable' women and those who were publicly available"; the veiling of matrons was customary in ancient Greece. Between 550 and 323 B. C. E respectable women in classical Greek society were expected to seclude themselves and wear clothing that concealed them from the eyes of strange men.
The Mycenaean Greek term, a-pu-ko-wo-ko meaning "headband makers" or "craftsmen of horse veil", written in Linear B syllabic script, is attested since ca. 1300 BC. In ancient Greek the word for veil was καλύπτρα. Classical Greek and Hellenistic statues sometimes depict Greek women with both their head and face covered by a veil. Caroline Galt and Lloyd Llewellyn-Jones have both argued from such representations and literary references that it was commonplace for women in ancient Greece to cover their hair and face in public. Roman women were expected to wear veils as a symbol of the husband's authority over his wife. In 166 BC, consul Sulpicius Gallus divorced his wife because she had left the house unveiled, thus allowing all to see, as he said, what only he should see. Unmarried girls didn't veil their heads, but matrons did so to show their modesty and chastity, their pudicitia. Veils protected women against the evil eye, it was thought. A veil called flammeum was the most prominent feature of the costume worn by the bride at Roman weddings.
The veil was a deep yellow color reminiscent of a candle flame. The flammeum evoked the veil of the Flaminica Dialis, the Roman priestess who could not divorce her husband, the high priest of Jupiter, thus was seen as a good omen for lifelong fidelity to one man; the Romans thought of the bride as being "clouded over with a veil" and connected the verb nubere with nubes, the word for cloud. Intermixing of populations resulted in a convergence of the cultural practices of Greek and Mesopotamian empires and the Semitic peoples of the Middle East. Veiling and seclusion of women appear to have established themselves among Jews and Christians, before spreading to urban Arabs of the upper classes and among the urban masses. In the rural areas it was common to cover the hair, but not the face. For many centuries, until around 1175, Anglo-Saxon and Anglo-Norman women, with the exception of young unmarried girls, wore veils that covered their hair, their necks up to their chins. Only in the Tudor period, when hoods became popular, did veils of this type become less common.
This varied from one country to another. In Italy, including face veils, were worn in some regions until the 1970s. Women in southern Italy covered their heads to show that they were modest, well-behaved and pious, they wore a cuffia the fazzoletto a long triangular or rectangular piece of cloth that could be tied in various way, sometimes covered the whole face except the eyes, sometimes bende or a wimple underneath too. For centuries, European women have worn sheer veils, but only under certain circumstances. Sometimes a veil of this type was draped over and pinned to the bonnet or hat of a woman in mourning at the funeral and during the subsequent period of "high mourning", they would have been used, as an alternative to a mask, as a simple method of hiding the identity of a woman, traveling to meet a lover, or doing anyt
Space Ace is a laserdisc video game produced by Bluth Group and Advanced Microcomputer Systems. It was unveiled in October 1983, just four months after the Dragon's Lair game released in Spring 1984, like its predecessor featured film-quality animation played back from a laserdisc; the gameplay is similar, requiring the player to move the joystick or press the fire button at key moments in the animated sequences to govern the hero's actions. However, the game's action was more varied with the player given the temporary option to either have the character he is controlling transform back into his adult form, or remain as a boy with different styles of challenges. Don Bluth has announced during the crowdfunding for Dragon's Lair: The Movie that he is making a Space Ace short film. Like Dragon's Lair, Space Ace is composed of numerous individual scenes, which require the player to move the joystick in the right direction or press the fire button at the right moment to avoid the various hazards Dexter/Ace faces.
Space Ace introduced a few gameplay enhancements, most notably selectable skill levels and multiple paths through several of the scenes. At the start of the game the player could select one of three skill levels. A number of the scenes had "multiple choice" moments when the player could choose how to act, sometimes by choosing which way to turn in a passageway, or by choosing whether or not to react to the on-screen "ENERGIZE" message and transform back into Ace. Most scenes have separate, horizontally flipped versions. Dexter progresses through scenes by avoiding obstacles and enemies, but Ace goes on the offensive, attacking enemies rather than running away. An example can be seen in the first scene of the game, when Dexter is escaping from Borf's robot drones. If the player presses the fire button at the right moment, Dexter transforms temporarily into Ace and can fight them, whereas if the player chooses to stay as Dexter the robots' drill attacks must be dodged instead. Space Ace follows the adventures of the dashing hero Dexter, who prefers to be called "Ace."
Ace is on a mission to stop the villainous Commander Borf, seeking to attack Earth with his "Infanto Ray" to render Earthlings helpless by reverting them into infants. At the start of the game, Ace is hit by the Infanto Ray, which reverts him into an adolescent, Borf kidnaps his female side-kick Kimberly, who thus becomes the game's "Damsel in Distress." It is up to the player to guide Dexter, Ace's younger incarnation, through a series of obstacles in pursuit of Borf, in order to rescue Kimberly and prevent Borf using the Infanto Ray to conquer Earth. However, Dexter has a wristwatch-gadget which can optionally allow Dexter to "ENERGIZE" and temporarily reverse the effects of the Infanto-Ray to turn him back into his adult self "Ace" for a short time, overcome more difficult obstacles in a heroic manner; the game's attract mode introduces the player to the story via dialogue. Will Finn - Dexter Jeff Etter - Ace Lorna Cook - Kimberly Don Bluth - Borf Michael Rye - Narrator The animation for Space Ace was produced by the same team that tackled the earlier Dragon's Lair, headed by ex-Disney animator Don Bluth.
To keep the production costs down, the studio again chose to use its staff to provide voices for the characters rather than hire actors. Don Bluth himself provides the voice of Commander Borf. In an interview about the game, Bluth had stated that had the studio been able to afford more professional actors, he thought Paul Shenar would have been more suitable for the role of Borf than himself; the game's animation features some rotoscoping, wherein models were built of Ace's spaceship "Star Pac", his motorcycle, the tunnel in the game's dogfight sequence filmed and traced over to render moving animated images with realistic depth and perspective. Space Ace was made available to distributors in two different formats. Early version #1 production units of the dedicated Space Ace game were issued in Dragon's Lair style cabinets; the latter version # 2 dedicated Space Ace units came in a inverted style cabinet. The conversion kit included the Space Ace laserdisc, new EPROMs containing the game program, an additional circuit board to add the skill level buttons, replacement artwork for the cabinet.
The game used the Pioneer LD-V1000 or PR-7820 laserdisc players, but an adaptor kit now exists to allow Sony LDP series players to be used as replacements if the original player is no longer functional. Numerous versions of Space Ace were created for home computers and game systems, most of which attempted to mimic the arcade version's lushly animated graphics, with varying degrees of success. A sequel, Space Ace II: Borf's Revenge, was created for the PC mixing new animation with scenes from the original game that were left out of the PC version due to large file sizes. Along with the floppy disk-based versions for Amiga, MS-DOS, Apple IIGS, Atari ST and Macintosh, ReadySoft issued a CD-ROM version featuring downsampled video for the Macintosh which preserved all of the original laserdisc content. In 1991, Leland Corporation released a updated
Playboy is an American men's lifestyle and entertainment magazine. It was founded in Chicago in 1953, by Hugh Hefner and his associates, funded in part by a $1,000 loan from Hefner's mother. Notable for its centerfolds of nude and semi-nude models, Playboy played an important role in the sexual revolution and remains one of the world's best-known brands, having grown into Playboy Enterprises, Inc. with a presence in nearly every medium. In addition to the flagship magazine in the United States, special nation-specific versions of Playboy are published worldwide; the magazine has a long history of publishing short stories by novelists such as Arthur C. Clarke, Ian Fleming, Vladimir Nabokov, Saul Bellow, Chuck Palahniuk, P. G. Wodehouse, Roald Dahl, Haruki Murakami, Margaret Atwood. With a regular display of full-page color cartoons, it became a showcase for notable cartoonists, including Harvey Kurtzman, Jack Cole, Eldon Dedini, Jules Feiffer, Shel Silverstein, Erich Sokol, Roy Raymonde, Gahan Wilson, Rowland B. Wilson.
Playboy features monthly interviews of notable public figures, such as artists, economists, conductors, film directors, novelists, religious figures, politicians and race car drivers. The magazine reflects a liberal editorial stance, although it interviews conservative celebrities. After a year-long removal of most nude photos in Playboy magazine, the March–April 2017 issue brought back nudity. By spring 1953, Hugh Hefner—a 1949 University of Illinois psychology graduate who had worked in Chicago for Esquire magazine writing promotional copy, he formed HMH Publishing Corporation, recruited his friend Eldon Sellers to find investors. Hefner raised just over $8,000, including from his brother and mother. However, the publisher of an unrelated men's adventure magazine, contacted Hefner and informed him it would file suit to protect their trademark if he were to launch his magazine with that name. Hefner, his wife Millie, Sellers met to seek a new name, considering "Top Hat", "Gentleman", "Sir'", "Satyr", "Pan" and "Bachelor" before Sellers suggested "Playboy".
The first issue, in December 1953, was undated. He produced it in his Hyde Park kitchen; the first centerfold was Marilyn Monroe, although the picture used was taken for a calendar rather than for Playboy. Hefner chose what he deemed the "sexiest" image, a unused nude study of Marilyn stretched with an upraised arm on a red velvet background with closed eyes and mouth open; the heavy promotion centered around Marilyn's nudity on the already-famous calendar, together with the teasers in marketing, made the new Playboy magazine a success. The first issue sold out in weeks. Known circulation was 53,991; the cover price was 50¢. Copies of the first issue in mint to near mint condition sold for over $5,000 in 2002; the novel Fahrenheit 451, by Ray Bradbury, was published in 1953 and serialized in the March and May 1954 issues of Playboy. An urban legend started about Hefner and the Playmate of the Month because of markings on the front covers of the magazine. From 1955 to 1979, the "P" in Playboy had stars printed around the letter.
The legend stated that this was either a rating that Hefner gave to the Playmate according to how attractive she was, the number of times that Hefner had slept with her, or how good she was in bed. The stars, between zero and 12 indicated the domestic or international advertising region for that printing. From 1966 to 1976, Robie Macauley was the Fiction Editor at Playboy. During this period the magazine published fiction by Saul Bellow, Seán Ó Faoláin, John Updike, James Dickey, John Cheever, Doris Lessing, Joyce Carol Oates, Vladimir Nabokov, Michael Crichton, John le Carré, Irwin Shaw, Jean Shepherd, Arthur Koestler, Isaac Bashevis Singer, Bernard Malamud, John Irving, Anne Sexton, Nadine Gordimer, Kurt Vonnegut and J. P. Donleavy, as well as poetry by Yevgeny Yevtushenko. In 1968 at the feminist Miss America protest, protestors symbolically threw a number of feminine products into a "Freedom Trash Can." These included copies of Cosmopolitan magazines. One of the key pamphlets produced by the protesters was "No More Miss America!", by Robin Morgan which listed ten characteristics of the Miss America pageant that the authors believed degraded women.
Since reaching its peak in the 1970s, Playboy saw a decline in circulation and cultural relevance due to competition in the field it founded—first from Penthouse Oui and Gallery in the 1970s. In response, Playboy has attempted to re-assert its hold on the 18–35 male demographic through slight changes to content and focusing on issues and personalities more appropriate to its audience—such as hip-hop artists being featured in the "Playboy Interview". Christie Hefner, daughter of the founder Hugh Hefner, joined Playboy in 1975 and became head of the company in 1988, she announced in December 2008 that she would be stepping down from leading the company, effective in January 2009, said that the election of Barack Obama as the next President had inspired her to give more time to charitable work