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Eileen Goudge
[edit]Eileen Goudge is an American author.[1][2][3][4][5][6][7]
Goudge was born on July 4, 1950 in San Mateo, California, the second of of six children born to Robert James and Mary Louise Goudge.[8] She was raised in Woodside, California,[8][9]
References
- ^ Mabe, Chauncey (August 14, 1994). "Author's life reads like her novel". Sun-Sentinel. pp. 1F, 2F. Retrieved March 22, 2021 – via Newspapers.com.
- ^ McCartney, Jennifer (October 10, 2014). "How a Bestselling Author Revived Her Career by Self-Publishing". Publishers Weekly. Retrieved March 22, 2021.
- ^ Kilian, Michael (May 12, 1989). "Gutter to glitter". Chicago Tribune. Retrieved March 22, 2021.
- ^ Lonsdale, Sharyn (October 12, 2005). "Juicy stories to tasty recipes". Sarasota Herald-Tribune. pp. 1E, 2E. ProQuest 270766576. Retrieved March 22, 2021 – via Google News Archive.
- ^ Continelli, Louise (March 20, 1997). "Just Asking --Eileen Goudge". The Buffalo News. Archived from the original on March 22, 2021. Retrieved March 22, 2021.
- ^ Christy, Marian (May 21, 1989). "From welfare mom to $1 million author". The Boston Sunday Globe. p. B105. ProQuest 405580503. Retrieved March 22, 2021.
- ^ Jaros, Tony (August 1995). "Blessing in Disguise". Vegetarian Times. No. 216. p. 104. Retrieved March 22, 2021.
- ^ a b Vereecke, Jonathan, ed. (2018). "Goudge, Eileen 1950–". Contemporary Authors, New Revision Series. Vol. 327. Gale. Gale CX3653700050 – via Encyclopedia.com.
- ^ Oliynyk, Sandra (January 1997). "Eileen Goudge". Practical Horseman. Vol. 25, no. 1. p. 44. EBSCOhost 9701081133.
Edward Loomis
[edit]Edward Warren Loomis (August 8, 1924 – May 13, 2010) was an American author who served as professor of English at the University of California, Santa Barbara before retiring in 1987.
"Edward Loomis". Santa Barbara Independent. June 11, 2010. Retrieved April 2, 2022.Lid, R. W. (April 1963). "Edward Loomis: The Mothers". Critique: Studies in Contemporary Fiction. 6 (1): 124–129. doi:10.1080/00111619.1963.10689769.Baxter, Annette K. (October 1963). "Edward Loomis: Men of Principle". Critique: Studies in Contemporary Fiction. 6 (2): 132–134. doi:10.1080/00111619.1963.10689788. https://alexandria.ucsb.edu/downloads/sx61dn240 https://alexandria.ucsb.edu/downloads/x346d514t https://alexandria.ucsb.edu/downloads/jm214q21x https://alexandria.ucsb.edu/downloads/7w62f925w https://archive.org/details/contemporaryauth1-4gale/page/602/mode/2up?q=Loomis https://archive.org/details/manwarfarethemat00irms/page/270/mode/2up?q=loomis https://cdnc.ucr.edu/?a=d&d=DS19671216.2.34&srpos=3&e=-------en--20--1--txt-txIN-%22edward+loomis%22-------1 https://go-gale-com.wikipedialibrary.idm.oclc.org/ps/retrieve.do?tabID=Biographies&resultListType=RESULT_LIST&searchResultsType=MultiTab&hitCount=2&searchType=PersonSearchForm¤tPosition=1&docId=GALE%7CK1649557719&docType=Brief+biography&sort=Relevance&contentSegment=ZXAM-MOD1&prodId=BIC&pageNum=1&contentSet=GALE%7CK1649557719&searchId=R3&userGroupName=wikipedia&inPS=true https://go-gale-com.wikipedialibrary.idm.oclc.org/ps/retrieve.do?tabID=Biographies&resultListType=RESULT_LIST&searchResultsType=MultiTab&hitCount=2&searchType=PersonSearchForm¤tPosition=2&docId=GALE%7CH1000061235&docType=Brief+biography&sort=Relevance&contentSegment=ZXAM-MOD1&prodId=BIC&pageNum=1&contentSet=GALE%7CH1000061235&searchId=R3&userGroupName=wikipedia&inPS=true https://www.encyclopedia.com/arts/culture-magazines/loomis-edward-warren https://www.nytimes.com/1961/08/27/archives/in-pursuit-of-small-comforts-the-hunter-deep-in-summer-by-edward.html https://www.tellurideassociation.org/wp-content/uploads/2017/05/49_2_1962_Nov.pdf
Crimson Room
[edit]Crimson Room | |
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Developer(s) | Toshimitsu Takagi |
Publisher(s) | TAKAGISM Inc. |
Release |
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Genre(s) | Escape the room, Puzzle |
Crimson Room is a 2004 online point-and-click adventure game created by Japanese developer Toshimitsu Takagi. Developed with Adobe Flash and released for free on the internet, it broke out in popularity and is often credited with popularising the escape room video game genre (also known as the 'escape the room' genre),[1], even inspiring the term 'Takagism' used in Asia to refer to the genre.[2]
The game begins with text explaining to the player that they have mysteriously awoken in a room and must escape. They may then explore the room, which is portrayed graphically with a series of fixed camera angles in a three-dimensional space, and can click certain spots in the room to investigate objects or uncover new angles, gathering items they find and using them to attempt to escape the room and complete the game.
Takagi developed three follow-up games following the same format: Viridian Room and Blue Chamber, released later in 2004, and White Chamber, released in December 2005. All four games were made available to play online for free, and later included in two collections for handheld consoles, Crimson Room for the Nintendo DS[3] and the expanded remake Crimson Room: Reverse for the PlayStation Portable.[4] A port of the original Crimson Room for feature phones became available in 2006, and an adaptation of the game for Android and iPhone devices titled Crimson Room '11 was released in 2011.[5] A full sequel, Crimson Room Decade, was released in 2016 for Windows and Mac OS X.[6]
Gameplay
[edit]The Nintendo DS version of Crimson Room lets players choose to play any of the Crimson Room, Viridian Room, Blue Chamber, and White Chamber, and allows players to save their progress in the rooms so they can leave the game and resume it later. Players navigate the room by using the touchscreen to tap on specific areas of the room to search them or interact with objects, just as the mouse is used in the online version. The game's puzzles were changed only as necessary to allow the game to be played on the handheld console and without using the internet — a notepad which showed a web address in the original release of Crimson Room was replaced with a PDA in the Nintendo DS version.[3]
Reception
[edit]At the time of its release, Crimson Room was praised and considered an innovative work. Peter Cohen, writing for Macworld in 2005, called the game a "remarkable piece of work" that tested the limits of the Adobe Flash platform.[7] Matt Frilingos emphasised its quality, and said it would the time of players would be filled well trying to solve its puzzles.[8] A 2010 article for The Kathmandu Post considered the game "exemplary" and intellectually challenging, judging it in value alongside other online games such as Quake Live and Farmville.[9] Some later commentary, however, has focused on the game's short length and unintuitive puzzle-solving, particularly in light of its release on console platforms as a paid title. An article written for Siliconera in 2007 deemed Crimson Room a "glorified pixel hunt" and said it would likely take players only an hour or less to beat even without using a walkthrough. It also noted the game's "bad English".[10] Steven T. Wright, writing in 2019, noted that the game may fail to "hold up to modern tastes", featuring "tedious pixel-sniping" and poor puzzles, but argued that its appeal lies not in its gameplay but in its atmosphere and sense of mystique.[11]
Legacy
[edit]Crimson Room is often cited as originating the 'escape the room' genre, although MOTAS, which was influential in its own right, predates it by a few years.[2] (Crimson Room's credits list MOTAS, Droom, and Chasm, all prior Flash games, as inspiration.) Regardless, the game popularised the genre and
The original Crimson Room has often been noted as influential on real-world escape rooms and an inspiration for their creation.[12] The game in particular, and the trend of online 'escape the room' games in Japan that it sparked, has been cited as sparking the original creation of a real escape room event by Japanese magazine SCRAP and its founder Takao Kato, which was a pioneer in the concept of real-world escape rooms. Kato was inspired by a conversation with a friend about 'escape the room' Flash games, leading him to publish an article about them and plan and host a real game to tie-in with the article, as SCRAP normally hosted events that thematically related to its articles. He would later write that playing Crimson Room was what caused him to create his original Real Escape Game, saying it inspired him through being perfectly "logical, simple, and stimulating". The concept was very successful and led to the fast expansion of Real Escape Game, now a leading brand of escape room events.[13]Cite error: A <ref>
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(see the help page). Furthermore, the term 'Takagism', which came from the name of Crimson Room's developer Toshimitsu Takagi and was the brand he used for his works, then became used in Japan to refer to escape room video games as a whole, is now commonly used in China to refer to real-world escape rooms, as they were known to have been inspired by or 'adapted from' Takagism games. For example, one of the first groups hosting escape rooms in China, founded in 2012, was known in English as the Beijing Takagism Club.[14][15][16]
References
[edit]- ^ Abad-Santos, Alex. "The strange appeal of escape the room games, explained". Vox. Retrieved 19 May 2025.
- ^ a b Bartlett, Kerry A.; Anderson, Janice L. (28 June 2019). "Gaming to Learn: Bringing Escape Rooms to the Classroom". In Bull, Jared; Keengwe (eds.). Handbook of Research on Innovative Digital Practices to Engage Learners. IGI Global. pp. 4–5. ISBN 9781522594390. Retrieved 19 May 2025 – via Google Books.
- ^ a b "Opening the door, entering Crimson Room DS". Siliconera. 16 January 2008.
- ^ "Crimson Room Creeps Onto The PSP". Siliconera. 26 September 2008.
- ^ Miyahara, Shunsuke (16 June 2011). “脱出ゲーム”ブームの火付け役がiPhone&Androidアプリで登場 『CRIMSON ROOM ’11』. ガジェット通信 (in Japanese).
- ^ Gamachi, Gen (3 June 2016). "脱出ゲームというジャンルを確立させた『クリムゾンルーム』続編発表!10年後の世界が描かれる". Inside インサイド.
- ^ Cohen, Peter (August 2005). "Online Distraction | Crimson Room". Macworld. p. 45. Retrieved 20 May 2025 – via Internet Archive.
- ^ Frilingos, Matt (17 March 2004). "Big game hunter - Hit the net for the best desk-bound diversions". The Daily Telegraph. p. S19. Retrieved 20 May 2025 – via Gale OneFile.
- ^ "The best the web has". The Kathmandu Post. 1 April 2020. Retrieved 20 May 2025 – via Gale OneFile.
- ^ "Crimson Room: From flash to DS". Siliconera. 5 October 2007. Retrieved 19 May 2025.
- ^ Wright, Steven T. (20 June 2019). "Out of the Box: The return of the escape room". Wireframe. No. 16. p. 22-24. Retrieved 20 May 2025 – via Internet Archive.
- ^ Suellentrop, Chris (3 June 2014). "In Escape Rooms, Video Games Meet Real Life". The New York Times.
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(help) - ^ Hall, L.E. (3 August 2021). Planning Your Escape: Strategy Secrets to Make You an Escape Room Superstar. Simon & Schuster. pp. 97–99, 107, 110–113. ISBN 978-1-9821-4034-2. Retrieved 20 May 2025 – via Google Books.
- ^ Wenwen, Xu. "'Big Bang' gamers need sharp wits to escape from real rooms". Shanghai Daily. Archived from the original on 6 January 2013. Retrieved 19 May 2025.
- ^ "Real-Life 'Room Escape' Trend Spreads Across China". The Huffington Post. 24 September 2013. Retrieved 19 May 2025.
- ^ Ran, Yan (28 November 2014). "Takagism gains popularity in Shanghai". China Daily. Retrieved 19 May 2025.