Game Informer is an American monthly video game magazine featuring articles, news and reviews of video games and associated consoles. It debuted in August 1991; the publication is owned and published by GameStop Corp. the parent company of the video game retailer of the same name, who bought FuncoLand in 2000. Due to this, a large amount of promotion is done in-store, which has contributed to the success of the magazine. Game Informer has since become an important part of GameStop's customer loyalty program, PowerUp Rewards, which offers subscribers access to special content on the official website. Game Informer debuted in August 1991 as a six-page magazine, it was published every two months until November 1994, when the magazine began to be released monthly. Since 2001 Game Informer has been published by Cathy Preston, working as part of the production team since 2000, it was under her that the publication became an integral part of GameStop's customer loyalty program, Power Up Rewards. In 2010, Game Informer became the 5th largest magazine in the US with 5 million copies sold, ahead of popular publications like Time, Sports Illustrated, Playboy.
By 2011, Game Informer had become the 3rd largest magazine in the US topping 8 million copies circulated. However, in 2014 it had fallen to 4th place with 6.9 million copies sold. Recent figures still place the magazine at 4th place with over 7 million copies sold; the financial success of Game Informer has been attributed to its good relationship with publishers, ties to GameStop, the lack of gaming magazine competition. In each year's April edition, Game Informer includes Game Infarcer, an annual feature in the magazine, as an April Fool's joke. On the cover is "World's #1 Pretend Magazine" where it would ordinarily say "World's #1 Video Game Magazine", the word "Parody" is written on the bottom of each page. Game Infarcer articles are accredited to the fictional editor-in-chief Darth Clark, addressed in hate mail every year sent to Game Informer; the heated responses to parody articles are featured in Game Informer issues. Game Informer has included four "Sacred Cow Barbecues". Similar in style to a celebrity roast, the occasion is meant to "knock some of gaming's most revered icons off their high and mighty pedestals."
The first Sacred Cow Barbecues featured in issue 158. Other issues featuring Sacred Cow Barbecues are: 183, 211, 261. Sacred Cow Barbecues articles are considered controversial among those gamers who aren't amused with their games being mocked. Game Informer Online was launched in August 1996, featured daily news updates as well as articles. Justin Leeper and Matthew Kato were hired on in November 1999 as full-time web editors; as part of the GameStop purchase of the magazine, the site was closed around January 2001. Both Leeper and Kato were placed on the editorial staff of the magazine. GI Online was revived in September 2003, with a full redesign and many additional features, such as a review database, frequent news updates, exclusive "Unlimited" content for subscribers, it was managed by creator of PlanetGameCube.com. Berghammer is the editor in chief of the EGM Media group On March 2009, the online staff began creating the code for what would be the latest redesign to date; the redesign was to release hand-in-hand with the magazine's own redesign.
On October 1, 2009, the newly redesigned website was live, with a welcome message from Editor-In-Chief Andy McNamara. Many new features were introduced, including a rebuilt media player, a feed highlighting the site activity of the website's users, the ability to create user reviews. At the same time, the magazine's podcast, The Game Informer Show, was launched. In February, Game Informer's editors round up to count and judge the "Top 50 Games of last year"; the games are sorted in order of release date. They do not have rankings, but they do commemorate special games with awards like Game of the Year and other examples, they have mini top 10 charts of differing categories, both in the Top 50 games section of the website and in the regular magazine. In August each year, Game Informer includes a "E3 Hot 50", a special section that reviews the year's E3 and most to all of its games, which temporarily replaces the "previews" section. In November 2009, Game Informer was launched in Australia by former Australian GamePro and Official PlayStation Magazine editor Chris Stead and publisher Citrus Media.
By June 2010, Game Informer Australia had become the first local games publication to pass 10,000 subscribers. By August 18, 2010, it had become Australia's biggest selling video games publication. Game Informer Australia has picked up three Australian Magazine Awards for best in category, multiple nominations in the Lizzie awards and the 2013 MCV award for Print Publication of the Year. Chris Stead received the 2013 Journalist of the Year gong at the MCV awards. Game Informer reviews games on PCs, PlayStation 4, PlayStation Vita, PlayStation VR, Xbox One, Nintendo Switch, Nintendo 3DS, Android, iOS. Older games, three per issue, were given brief reviews in the magazine's Classic GI section; this was discontinued in months before the redesign of the magazine. The magazine's staff rate games on a scale of 1 to 10 with quarter point intervals. A score of 1 - 5 is considered terrible. Andy McNamara – Editor-i
PlayStation: The Official Magazine
PlayStation: The Official Magazine was a magazine known as PlayStation Magazine, becoming PlayStation: The Official Magazine in late 2007. PlayStation: The Official Magazine was published 13 times a year by Future plc until its cancellation in late 2012. PSM's UK-based sister magazine, PSM3, was another Future publication. Prior to becoming the official magazine, PSM was an independently published video game magazine specializing in all Sony PlayStation-brand video game consoles and handheld gaming platforms. PSM was published by Future, who publishes PlayStation Official Magazine; the magazine launched with the September 1997 issue. During its publication, it outsold every other PlayStation-dedicated magazine both in the United States and abroad. PSM celebrated ten years of publication with its 2007 issue. By this time, the magazine had been through several redesigns, most with its June 2006 issue. Over its history, the magazine had sponsored side content such as cover-mounted DVDs, online forums, near the end, a PSM podcast.
After Official U. S. PlayStation Magazine was canceled, Sony Computer Entertainment announced on October 1, 2007 that PSM would become PlayStation: The Official Magazine; the last issue published under the PSM title was that of December 2007, becoming PlayStation: The Official Magazine with the following Christmas 2007 issue. While it did retain the same staff for a period of time lasting from December 2007 until January 2008, it lost its remaining core editors, making PTOM a different magazine from the former PSM. Due to the same setbacks that caused the cancelations of other video game magazines published by Future, the magazine ceased publication after 15 years with its Christmas 2012 issue. In the beginning, PSM had an anime-style mascot named "Banzai Chibi-Chan", created and illustrated by Robert DeJesus, he was featured prominently in early issues and inspired apparel and other accessories. He was dropped, with the supposed reason being that the character was too childish and gave some the wrong impression about the magazine's intended audience.
A smiley face featuring an eye patch with a star on it was used, but it too was dropped after the magazine went through redesign in years. The PSM Smiley Face was notable for its appearance throughout the magazine, as well as on "lid-sticker" inserts, including one found in the first issue; some lid-stickers promotionally featured characters from PlayStation games being covered in the magazine. Other inserts included PlayStation memory card label stickers featuring visual themes similar to the lid-stickers, as well as video game tip sheets, instead of the demo discs that then-competitor Official U. S. PlayStation Magazine was known for; as PTOM, from the July 2008 issue to the June 2009 issue, the magazine included promotional codes for free downloads of Qore, a subscription-based interactive online magazine for the PlayStation 3, available through the PlayStation Store. These free, promotional editions of Qore did not include some of the features available in the paid-for edition, such as playable demos.
PTOM had promotional pullout-style posters from time to time, to help advertise upcoming video game releases. PlayStation: The Official Magazine at the Wayback Machine Publisher's product description page for PTOM at the Wayback Machine
Video game music
Video game music is the soundtrack that accompanies video games. Early video game music was once limited to simple melodies of early sound synthesizer technology; these limitations inspired the style of music known as chiptunes, which combines simple melodic styles with more complex patterns or traditional music styles, became the most popular sound of the first video games. With advances in technology, video game music has grown to include the same breadth and complexity associated with television and film scores, allowing for much more creative freedom. While simple synthesizer pieces are still common, game music now includes full orchestral pieces and popular music. Music in video games can be heard over a game’s title screen, options menu, bonus content, as well as during the entire gameplay. Modern soundtracks can change depending on a player's actions or situation, such as indicating missed actions in rhythm games. Video game music can be one of two options: original or licensed. In order to create or collect this music, teams of composers, music directors, music supervisors must work with the game developers and game publishers.
Many of the most notable original sophie game composers have been from Japan, including Nobuo Uematsu, Koji Kondo, Yuzo Koshiro, Yoko Shimomura, Junichi Masuda, Hip Tanaka, Masato Nakamura, Koichi Sugiyama, Yasunori Mitsuda, Michiru Yamane, Yuu Miyake, Takenobu Mitsuyoshi, Manabu Namiki, Shinji Hosoe, Hiroshi Kawaguchi. Notable Western game composers working today include Jeremy Soule, Jesper Kyd, Marty O' Donnell, Jason Graves, Austin Wintory, James Hannigan, Garry Schyman, Peter McConnell, some of whom work in film and television alongside video games. Today, original composition has included the work of film composers Harry Gregson-Williams, Trent Reznor, Hans Zimmer, Mark Rutherford, Josh Mancell, Steve Jablonsky, Michael Giacchino; the popularity of video game music has expanded education and job opportunities, generated awards, allowed video game soundtracks to be commercially sold and performed in concert's. At the time video games had emerged as a popular form of entertainment in the late 1970s, music was stored on physical medium in analog waveforms such as compact cassettes and phonograph records.
Such components were expensive and prone to breakage under heavy use making them less than ideal for use in an arcade cabinet, though in rare cases, they were used. A more affordable method of having music in a video game was to use digital means, where a specific computer chip would change electrical impulses from computer code into analog sound waves on the fly for output on a speaker. Sound effects for the games were generated in this fashion. An early example of such an approach to video game music was the opening chiptune in Tomohiro Nishikado's Gun Fight. While this allowed for inclusion of music in early arcade video games, it was monophonic, looped or used sparingly between stages or at the start of a new game, such as the Namco titles Pac-Man composed by Toshio Kai or Pole Position composed by Nobuyuki Ohnogi; the first game to use a continuous background soundtrack was Tomohiro Nishikado's Space Invaders, released by Taito in 1978. It had four descending chromatic bass notes repeating in a loop, though it was dynamic and interacted with the player, increasing pace as the enemies descended on the player.
The first video game to feature continuous, melodic background music was Rally-X, released by Namco in 1980, featuring a simple tune that repeats continuously during gameplay. The decision to include any music into a video game meant that at some point it would have to be transcribed into computer code by a programmer, whether or not the programmer had musical experience; some music was original, some was public domain music such as folk songs. Sound capabilities were limited; as advances were made in silicon technology and costs fell, a definitively new generation of arcade machines and home consoles allowed for great changes in accompanying music. In arcades, machines based on the Motorola 68000 CPU and accompanying various Yamaha YM programmable sound generator sound chips allowed for several more tones or "channels" of sound, sometimes eight or more; the earliest known example of this was Sega's 1980 arcade game Carnival, which used an AY-3-8910 chip to create an electronic rendition of the classical 1889 composition "Over The Waves" by Juventino Rosas.
Konami's 1981 arcade game Frogger introduced a dynamic approach to video game music, using at least eleven different gameplay tracks, in addition to level-starting and game over themes, which change according to the player's actions. This was further improved upon by Namco's 1982 arcade game Dig Dug, where the music stopped when the player stopped moving. Dig Dug was composed by Yuriko Keino, who composed the music for other Namco games such as Xevious and Phozon. Sega's 1982 arcade game Super Locomotive featured a chiptune rendition of Yellow Magic Orchestra's "Rydeen". Home console systems had a comparable upgrade in sound ability beginning with the ColecoVision in 1982 capable of four channels. However, more notable was the Japanese release of the Famicom in 1983, released in the US as the Nintendo Entertainment System in 1985, it was capable of one being capable of simple PCM sampled sound. The home computer Commodore 64 released in 1982 was capable of early forms of filtering effects, different types of waveforms and the undocumented abilit
The term mecha may refer to both scientific ideas and science fiction genres that center on giant robots or machines controlled by people. Mechas are depicted as humanoid mobile robots; these machines vary in size and shape, but are distinguished from vehicles by their humanoid or biomorphic appearance and size—bigger than a human. Different subgenres exist, with varying connotations of realism; the concept of Super Robot and Real Robot are two such examples found in Japanese anime. The term may refer to real world piloted humanoid or non-humanoid robotic platforms, either in existence or still on the drawing board. Alternatively, in the original Japanese context of the word, "mecha" may refer to mobile machinery/vehicles in general, manned or otherwise; the word "mecha" is an abbreviation, first used in Japanese, of the word "mechanical". In Japanese, mecha encompasses all mechanical objects, including cars, guns and other devices, the term "robot" or "giant robot" is used to distinguish limbed vehicles from other mechanical devices.
Outside of this usage, it has become associated with large humanoid machines with limbs or other biological characteristics. Mechs differ from robots in that they are piloted from a cockpit located in the chest or head of the mech. While the distinction is hazy, mecha does not refer to form-fitting powered armor such as Iron Man's suit, they are much larger than the wearer, like Iron Man's enemy the Iron Monger, or the mobile suits depicted in the Gundam series. In most cases, mecha are depicted as fighting machines, whose appeal comes from the combination of potent weaponry with a more stylish combat technique than a mere vehicle, they are the primary means of combat, with conflicts sometimes being decided through gladiatorial matches. Other works represent mecha as one component of an integrated military force, supported by and fighting alongside tanks, fighter aircraft, infantry, functioning as a mechanical cavalry; the applications highlight the theoretical usefulness of such a device, combining a tank's resilience and firepower with infantry's ability to cross unstable terrain and a high degree of customization.
In some continuities, special scenarios are constructed to make mecha more viable than current-day status. For example, in Gundam the fictional Minovsky particle inhibits the use of radar, making long-range ballistic strikes impractical, thus favouring close range warfare of Mobile Suits. However, some stories, such as the manga/anime series Patlabor and the American wargame BattleTech universe encompass mecha used for civilian purposes such as heavy construction work, police functions or firefighting. Mecha see roles as transporters, advanced hazmat suits and other R and D applications. Mecha have been used in fantasy settings, for example in the anime series Aura Battler Dunbine, The Vision of Escaflowne, Panzer World Galient and Maze. In those cases, the mecha designs are based on some alternative or "lost" science-fiction technology from ancient times. In case of anime series Zoids, the machines resemble dinosaurs and animals, have been shown to evolve from native metallic organisms; the 1868 Edward S. Ellis novel The Steam Man of the Prairies featured a steam-powered, back piloted, mechanical man.
The 1880 Jules Verne novel La Maison à vapeur featured a steam-powered, mechanical elephant. One of the first appearances of such machines in modern literature was the tripods of H. G. Wells' famous The War of the Worlds; the novel does not contain a detailed description of the tripods' mode of locomotion, however it is hinted at: "Can you imagine a milking stool tilted and bowled violently along the ground? That was the impression, but instead of a milking stool imagine it a great body of machinery on a tripod stand." Ōgon Bat, a kamishibai that debuted in 1931, featured the first piloted humanoid giant robot, Dai Ningen Tanku, but as an enemy rather than a protagonist. The first humanoid giant robot piloted by the protagonist appeared in the manga Nuclear Power Android in 1948; the manga and anime Tetsujin 28-Go, introduced in 1956, featured a robot, controlled externally by an operator via remote control. The manga and anime Astro Boy, introduced in 1952, with its humanoid robot protagonist, was a key influence on the development of the giant robot genre in Japan.
The first anime featuring a giant mecha being piloted by the protagonist from within a cockpit was the Super Robot show Mazinger Z, written by Go Nagai and introduced in 1972. Early uses of mech-like machines in the United States include Kimball Kinnison's battle suit in E. E. "Doc" Smith's Lensman novel Galactic Patrol, the Mobile Infantry battle suits in Robert Heinlein's Starship Troopers, the film The King and the Mockingbird. In Japan, "robot anime" is one of the oldest genres in anime. Robot anime is tied in with toy manufacturers. Large franchises such as Zoids and Gundam have hundreds of different model kits; the size of mecha can vary according to the story and concepts involved. Some of them may not be taller than a tank, some may be a few stories tall, others can be as tall as a skyscraper, some are big enough to contain an entire city, some the s
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
Ziff Davis, LLC is an American publisher and Internet company. It was founded in 1927 in Illinois, by William Bernard Ziff Sr. and Bernard George Davis. Throughout most of Ziff Davis' history, it was a publisher of hobbyist magazines ones devoted to expensive, advertiser-rich technical hobbies such as cars and electronics. However, since 1980, Ziff Davis has published computer-related magazines, its websites, derived from its magazines, have established Ziff Davis as an internet information company. Ziff Davis had several broadcasting properties, first during the mid-1970s, with its own technology network ZDTV renamed to TechTV, sold to Vulcan Ventures in 2001. Ziff Davis' magazine publishing and internet operations offices are based in New York City and San Francisco. On January 6, 2009, the company sold 1UP.com to UGO Entertainment, a division of Hearst Corporation and announced the January 2009 issue of the long-running Electronic Gaming Monthly magazine as the final one. Former Time Inc. executive Vivek Shah, with financial backing from Boston private equity company Great Hill Partners, announced on June 4, 2010, the acquisition of Ziff Davis Inc. as the "first step in building a new digital media company that specializes in producing and distributing content for consumers making important buying decisions."On November 12, 2012, Ziff Davis Inc. was acquired by cloud computing services company j2 Global of Hollywood, Calif. for $167 million cash.
According to a late 2015 Fortune article, Ziff Davis comprises 30% of parent company j2 Global's $600 million annual revenue and is increasing 15% to 20% each year. Analyst Gregory Burns of Sidoti & Company calculates; the William B. Ziff Company, founded in 1920, was a successful Chicago advertising agency that secured advertising from national companies such as Procter & Gamble for all African American weekly newspapers. In 1923, Ziff acquired E. C. Auld Company, a Chicago publishing house. Ziff's first venture in magazine publishing was Ziff's Magazine, which featured short stories, one-act plays, humorous verse, jokes; the title was changed to America's Humor in April 1926. Bernard George Davis was the student editor of the University of Pittsburgh's humor magazine, the Pitt Panther, was active in the Association of College Comics of the East. During his senior year he attended the association's convention and met William B. Ziff; when Davis graduated in 1927 he joined Ziff as the editor of America's Humor.
Ziff, an aviator in World War I, created a new magazine, Popular Aviation, in August 1927, published by Popular Aviation Publishing Company of Chicago, Illinois. Under editor Harley W. Mitchell it became the largest aviation magazine, with a circulation of 100,000 in 1929; the magazine's title became Aeronautics in June 1929 and the publishing company's name became Aeronautical Publications, Inc. The title was changed back to Popular Aviation in July 1930; the magazine is still published today by the Bonnier Corporation. The magazine celebrated its 90th anniversary in 2017; the company histories give the founding date as 1927. This is when B. G. Davis joined and Popular Aviation magazine started. However, it was not until 1936 that the company became the "Ziff-Davis Publishing Company". Davis was given a substantial minority equity interest in the company and was appointed a vice-president and director, he was named president in 1946. Davis was a photography enthusiast and the editor of the Popular Photography magazine started in May 1937.
In early 1938, Ziff-Davis acquired the magazines Amazing Stories. These were started by Hugo Gernsback but sold as a result of the Experimenter Publishing bankruptcy in 1929. Both magazines had declined since the bankruptcy but the resources of Ziff-Davis rejuvenated them starting with the April 1938 issues. Radio News was published until 1972; the magazine Popular Electronics, derived from Radio News, was begun in 1955 and published until 1985. Amazing Stories was a leading science fiction magazine and Ziff Davis soon added a new companion, Fantastic Adventures. In 1954 FA was merged into the newer magazine Fantastic, founded in 1952 to great initial success. ZD published a number of other pulp magazines and digest-sized fiction magazines during the 1940s and 1950s, continued to publish Amazing and Fantastic until 1965. Ziff-Davis published comic books during the early 1950s, operating by their own name and the name Approved Comics. Eschewing superheroes, they published horror, sports and Western comics, though most titles didn't last more than a few issues.
Superman co-creator Jerry Siegel was the art director of the comics line. In 1953, the company abandoned comics, selling its most popular titles—the romance comics Cinderella Love and Romantic Love, the Western Kid Cowboy, the jungle adventure Wild Boy of the Congo—to St. John Publications. Ziff-Davis continued to publish one title, G. I. Joe, until 1957, a total of 51 issues. William B. Ziff, Sr. died in 1953 and son William B. Ziff, Jr. returned from Germany to assume his role in the company. In 1958 Bernard G. Davis sold his share of Ziff Davis to found Davis Publications, although Ziff-Davis continued to use his surname. With the younger Ziff's direction, ZD soon became a successful publisher of enthusiast magazines. Ziff Davis purchased titles like Car And Driv
Official U.S. PlayStation Magazine
Official U. S. PlayStation Magazine is a now-defunct monthly video game magazine, published by Ziff Davis Media, it was a sister publication of Electronic Gaming Monthly. The magazine focused on PlayStation hardware and culture, covering the original PlayStation, PlayStation 2, PlayStation 3 and PlayStation Portable; the most famous aspect of the magazine was the inclusion each month of a disc that contained playable demos and videos of PlayStation games. The magazine was produced for nearly ten years, from October 1997 to the final issue in January 2007. One month after OPM was discontinued in January 2007, the independent PlayStation magazine PSM became PlayStation: The Official Magazine, replacing OPM as the official magazine focusing on Sony game consoles; the final incarnation of the OPM staff included: Editor-in-chief – Tom Byron Managing editor – Dana Jongewaard Senior editor – Joe Rybicki Previews editor – Thierry "Scooter" Nguyen News editor – Giancarlo Varanini Art director – Ryan Vulk Associate art director – Alejandro Chavetta Disc editor – Logan Parr Editorial director – John DavisonPast members included: Senior Art Director - Bob Conlon Managing editor – Gary Steinman Managing editor – Din Perez Managing editor – Dan Peluso Reviews editor – Chris Baker Associate editor – Mark MacDonald Editor-in-chief – Wataru Maruyama Editor-in-chief – Kraig Kujawa Editor-in-chief – John Davison OPM was the first gaming magazine to include a disc that featured playable demos of PlayStation games.
Beginning with issue one, each magazine came with a disc containing playable PlayStation game demos and non-playable video footage. Interviews, industry event coverage, video walkthroughs of games would be included on the discs. Beginning with issue 49, the magazine came with a PlayStation 2 demo disc, though for a time it would still be alternated with original PlayStation demo discs. Issues 50, 52, 54 were the last issues to include demo discs for the original PlayStation. All of the demo discs were developed by Inc.. OPM had released Killzone Liberation, it was available only with the purchase of retail copies rather than subscription issues. The magazine was discontinued before making the assumed transition to PlayStation 3 demo discs. OPM demo discs for PS1 and PS2 were listed in order: Official U. S. PlayStation Magazine Issue #1 First PS1 OPM Official U. S. PlayStation Magazine Issue #2 Official U. S. PlayStation Magazine Issue #3 Official U. S. PlayStation Magazine Issue #4 Official U. S. PlayStation Magazine Issue #5 Official U.
S. PlayStation Magazine Issue #6 Official U. S. PlayStation Magazine Issue #7 Official U. S. PlayStation Magazine Issue #8 Official U. S. PlayStation Magazine Issue #9 Official U. S. PlayStation Magazine Issue #10 Official U. S. PlayStation Magazine Issue #11 Official U. S. PlayStation Magazine Issue #12 Official U. S. PlayStation Magazine Issue #13 Official U. S. PlayStation Magazine Issue #14 Official U. S. PlayStation Magazine Issue #15 Official U. S. PlayStation Magazine Issue #16 Official U. S. PlayStation Magazine Issue #17 Official U. S. PlayStation Magazine Issue #18 Official U. S. PlayStation Magazine Issue #19 Official U. S. PlayStation Magazine Issue #20 Official U. S. PlayStation Magazine Issue #21 Official U. S. PlayStation Magazine Issue #22 Official U. S. PlayStation Magazine Issue #23 Official U. S. PlayStation Magazine Issue #24 Official U. S. PlayStation Magazine Issue #25 Official U. S. PlayStation Magazine Issue #26 Official U. S. PlayStation Magazine Issue #27 Official U. S. PlayStation Magazine Issue #28 - Robot in the City Section Official U.
S. PlayStation Magazine Issue #29 Official U. S. PlayStation Magazine Issue #30 Official U. S. PlayStation Magazine Issue #31 Official U. S. PlayStation Magazine Issue #32 - Atlantis Section Official U. S. PlayStation Magazine Issue #33 Official U. S. PlayStation Magazine Issue #34 Official U. S. PlayStation Magazine Issue #35 Official U. S. PlayStation Magazine Issue #36 - Future City Section Official U. S. PlayStation Magazine Issue #37 Official U. S. PlayStation Magazine Issue #38 Official U. S. PlayStation Magazine Issue #39 Official U. S. PlayStation Magazine Issue #40 - Dr. Evil Fish Section Official U. S. PlayStation Magazine Issue #41 Official U. S. PlayStation Magazine Issue #42 Official U. S. PlayStation Magazine Issue #43 Official U. S. PlayStation Magazine Issue #44 Official U. S. PlayStation Magazine Issue #45 Official U. S. PlayStation Magazine Issue #46 - Orb Crystal Section Official U. S. PlayStation Magazine Issue #47 Official U. S. PlayStation Magazine Issue #48 Official U. S. PlayStation Magazine Issue #49 First PS2 OPM Official U.
S. PlayStation Magazine Issue #50 PS1 OPM- Square lines Section /Galaxy Map Section Official U. S. PlayStation Magazine Issue #51 Official U. S. PlayStation Magazine Issue #52 PS1 OPM Official U. S. PlayStation Magazine Issue #53 (Februar