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The address of the Ogden'S George S. Eccles Dinosaur Park is: 1544 Park Blvd, Ogden, UT 84401-0803

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Q: Where is the Ogden'S George S. Eccles Dinosaur Park in Ogden Utah located?
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When was Ogdens' Nut Gone Flake created?

Ogdens' Nut Gone Flake was created in 1968.


Whats the biggest Gta City?

Grand Theft Auto V is their "strongest plotted game because the characters are so intertwined" and that the "meeting points [between the characters' stories] are very exciting".The central story theme is the "pursuit of the almighty dollar". Missions follow the lead characters' efforts to plan and execute complicated heists to accrue wealth for themselves. The team focused on money as the central theme in response to the 2007–08 financial crisis, as its effects turn the main characters back to a life of crime. "We wanted this post-crash feeling, because it works thematically in this game about bank robbers", Houser explained. The positive reaction to Grand Theft Auto IV's "Three Leaf Clover" mission—an elaborate heist executed by lead protagonist Niko Bellic and accomplices—encouraged the team to develop the story around the heists. Houser said that while "Three Leaf Clover" was well-received, the team had not captured the thrill of the robbery to their best abilities and wanted Grand Theft Auto V to achieve it. He felt that a strong bank robbery mission "was a good device that we'd never used in the past. Repeating ourselves is a fear when we're doing games where part of the evolution is just technological". The game has players control three characters: Michael de Santa, Franklin Clinton and Trevor Philips. The team wrote each character to embody a game protagonist archetype; Michael represents greed, Franklin ambition and Trevor insanity. Houser felt Michael and Trevor were written to juxtapose each other, with Michael "like the criminal who wants to compartmentalise and be a good guy some of the time" and Trevor "the maniac who isn't a hypocrite". He considered that the three lead characters helped move the game's story into more original territory than its predecessors, which traditionally followed a single protagonist rising through the ranks of a criminal underworld. Ned Luke portrayed Michael, Shawn "Solo" Fonteno portrayed Franklin, and Steven Ogg portrayed Trevor. Fonteno first became aware of the acting job through his friend DJ Pooh, who worked on San Andreas and was involved in Grand Theft Auto V's music production.When Luke's agent advised him of the casting call, he initially did not want to audition for the part because it was in a video game. After reading the audition material and learning more about the project, he became interested. He reflected, "I went immediately after reading the material from 'I'm not doing it' to 'nobody else is doing it'. It was just brilliant". During the initial audition process, Ogg noticed on-set chemistry between him and Luke, which he felt helped secure them the roles. "When [Luke] and I went in the room together we immediately had something", he explained. While the actors knew their auditions were for Rockstar Games, it was not until they signed contracts that they learnt it was a Grand Theft Auto title.Work for the actors began in 2010. Their performances were mostly recorded using motion capture technology. Dialogue for scenes with characters seated in vehicles was recorded in studios. Because the actors had their dialogue and movements recorded on-set, they found their performances no different to film or television roles. Their dialogue was scripted such that they could not ad-lib; however, with directorial approval they sometimes made small changes to their performances. To prepare for his role as Michael, Luke gained 25 pounds and studied Rockstar's previous games, starting with Grand Theft Auto IV. He considered Michael's characterisation to be an amalgamation of Hugh Beaumont's portrayal of Ward Cleaver in the American sitcom Leave It to Beaver (1957–63) and Al Pacino's portrayal of Tony Montana in the 1983 film Scarface.Ogg felt Trevor's characterisation developed over time. He said, "Nuances and character traits that began to appear—his walk, his manner of speech, his reactions, definitely informed his development throughout the game". Ogg cites Tom Hardy's portrayal of English criminal Charles Bronson in the 2008 biopic Bronson as a strong stylistic influence. He opined that while Trevor embodies the violent, psychopathic Grand Theft Auto anti-hero archetype, he wanted to evoke player sympathy to Trevor's story. "To elicit other emotions was tough, and it was the biggest challenge and it's something that meant a lot to me", Ogg explained. Fonteno felt that growing up in South Los Angeles and being exposed to drug trafficking and gang culture authenticated his portrayal of Franklin. "I lived his life before ... He's been surrounded by drugs, the crime, living with his aunt—I lived with my grandmother—so there was a lot of familiarity", Fonteno said. Having not worked as an actor since portraying Face in the 2001 film The Wash, he sought counsel from Luke and Ogg to refine his acting skills. Grand Theft Auto V's multiple protagonist design was envisioned to improve the series' core mechanics. The team sought to innovate game storytelling and negate stale familiarity by not evolving the gameplay's core structure. "We didn't want to do the same thing over again", said Houser. The multiple protagonist idea was first raised during San Andreas' development but contemporaneous hardware restrictions made it infeasible. Garbut explained, "It didn't work from a tech point of view because the three characters need three times as much memory, three types of animation and so on". After Grand Theft Auto IV's release, the team developed The Lost and Damned and The Ballad of Gay Tony, episodic content packages that followed new protagonists. The three interwoven stories received positive remarks, so the team structured Grand Theft Auto V around this model.The development team found that players experienced greater freedom when controlling three characters in missions. Lead mission designer Imran Sarwar felt they opened up more strategic manoeuvres. He cited a combat scenario where Michael sets up at a sniper outpost to cover Trevor, who makes a frontal assault on the enemy position while Franklin manipulates flank points. Benzies felt that character switching streamlines the interplay between free roam and linear mission gameplay, as it eliminates San Andreas' cumbersome long-distance drives to mission start points. Players may "explore the whole map without having to worry about the long drive back", according to Benzies. Houser noted the mechanic's use during missions negated long drives as well. The team implemented dynamic mission content throughout the open world, a feature borrowed from Red Dead Redemption. Dynamic missions present themselves while players explore the open world and may be accepted or ignored. In Los Santos, for example, players may encounter an armoured van and try to intercept it to steal its contents.The team overhauled the game's shooting and driving mechanics to match the standards of its contemporaries. Public reception to the team's previous games (such as Grand Theft Auto IV, Red Dead Redemption and Max Payne 3) was considered during the process. To increase the pace of shootouts, the team removed hard locking—a central mechanic in Grand Theft Auto IV that instantly locks onto the enemy nearest to the crosshair. Associate technical director Phil Hooker found hard locking "too disorientating" and immersion-breaking, "as you didn't have to think about enemy locations". He said that Grand Theft Auto IV players "just rely on holding and shooting until a target is dead", so Grand Theft Auto V introduces a timer that breaks the lock on a target after a few seconds. The team refined Red Dead Redemption's cover system for the game, with increased fluidity moving into and out of cover. Regarding the reworked vehicle mechanics, Houser felt the game took influence from racing games and corrected Grand Theft Auto IV's "boat-like" driving controls. Grand Theft Auto V is the first game in its series to use an original score. Music supervisor Ivan Pavlovich summarised the original score idea as "daunting", because it was unprecedented for a Grand Theft Auto game. Like most previous series entries, the game uses licensed music tracks provided by an in-game radio as well. Pavlovich hoped that the original score would enhance the licensed music use, not detract from it. He further noted the balancing act between the score's "ambient subtext and tensions" and the game's on-screen action. To work on the score, Rockstar engaged The Alchemist, Oh No and Tangerine Dream with Woody Jackson, who had previously worked on Red Dead Redemption, L.A. Noire and Max Payne 3's music. The team of producers collaborated over several years to create more than twenty hours of music that scores both the game's missions and dynamic gameplay throughout the single-player and multiplayer modes. Early in the game's development, the music team were shown an early build before starting work on the score. Their work was mostly complete later in development, but they continued composing until its final build was submitted for manufacturing. Edgar Froese, Tangerine Dream's founding member, initially rejected the offer of producing music for a video game. After he was flown to the studio and shown the game, he was impressed by its scale and cinematic nature, and changed his mind. Froese's first eight months of work on the score produced 62 hours of music. He recorded with Tangerine Dream in Austria, but further work was conducted at Jackson's United States studio, which The Alchemist and Oh No used as well.Jackson's initial role was to provide the score for Trevor's missions, and he took influence from artists such as The Mars Volta and Queens of the Stone Age. When he learnt that the team would be building off each other's work, he voiced concern that the finished product could be disjointed. After sharing his work with the team, however, he was particularly impressed by Froese's contributions. "Edgar evolved the music, made it into a whole other thing", Jackson said. Froese had interpolated funk sounds with Jackson's hip-hop influences. Froese and Jackson then sent their work between The Alchemist and Oh No, who heavily sampled it. The Alchemist opined, "We were sampling, taking a piece form here, a piece from there ... We pitched stuff up, chopped it, tweaked it. Then we chose the tracks that worked and everyone came in and layered on that". DJ Shadow then mixed the team's creations and matched it to the gameplay. Pavlovich considered "how to make the hip-hop and rock score not sound like they were instrumentals of songs on the radio, but rather something unique to the score" a challenge. Pavlovich found that while Rockstar assigned the team missions to write music for, some of their random creations influenced other missions and sparked inspiration for further score development. He discussed a "stem-based" system used to make music fit dynamic game factors where the team would compose music to underscore outcomes players could make immediately after completing missions. Each of these stems, Froese reflected, included up to 62 five-minute WAV files, which were sent to Pavlovich in New York. "He then created, very professionally, a mix down for each of the eight stems needed for a mission and sent out the material to the other artists involved", Froese elaborated. Oh No drew from scenes within the game to make his work feel contextually pertinent with the action on-screen. The iconographic introduction of Los Santos early in the game, for example, inspired him to "create a smooth West Coast vibe that embodied" the city. He supplied horns, electric and bass guitars, and percussion parts to fit with the car chase scenes. "We wanted everything to set the right tone", he explained.The Rockstar team wanted to synergise the game world's depiction of California with the radio stations by licensing tracks that imparted an appropriate "Cali feel". Pavlovich noted that Los Angeles' cultural saturation of pop music necessitated the Non-Stop-Pop FM station; he said that "the first time you get off an airplane in L.A. and you hear the radio and the pop just seeps out ... We wanted that. It really connects you to the world". He felt that greater discernment was required for licensed music choices than in Grand Theft Auto IV because Grand Theft Auto V's music plays a pivotal role in generating Californian atmosphere. Music "reflects the environment in which the game is set", he said. Initially, the team planned to license over 900 tracks for the radio, but they refined the number to 241. The tracks are shared between fifteen stations, with an additional two talk-back stations and a radio station for custom audio files on the PC version. Some tracks were written specifically for the game, such as rapper and producer Flying Lotus' original work composed for the FlyLo FM station he hosts. Pavlovich noted how the team would first develop an idea of what each station would sound like, and then select a DJ to match the station's genre, such as Kenny Loggins who hosts the classic rock station Los Santos Rock Radio. He felt that to strike a balance between the radio and the score was a meticulous process, and cited a scenario where players would drive to a mission objective while listening to the radio, with the score taking over once players left the vehicle and proceeded to the mission's next stage. During a September 2009 earnings call, Take-Two Interactive CEO Strauss Zelnick was asked about Grand Theft Auto V, the purported next game in the series. He replied, "We're not going to announce it, we're not going to announce when we are going to announce it, and we are not going to announce a strategy about announcing it or about when we are going to announce it either, or about the announcement strategy surrounding the announcement of the strategy". That November, Houser discussed with The Times his work on the series and the process that would be undertaken for the next Grand Theft Auto game. He expressed plans to co-write a thousand-page script and said that, when developing a new game, the team typically created a city and then from that developed the lead cast. In July 2010, Rockstar North posted seven job advertisements related to a new title. The company wanted to recruit environment artists, physics programmers and character animators—the latter advertisement asked for recruits with "professional experience developing a third person action game". Journalists wrote that the job listing was indicative of Grand Theft Auto V's existence. In June 2011, anonymous sources allegedly close to the developer told GameSpot that the title was "well under way", with a 2012 release date likely.Rockstar Games first confirmed the game's existence on 25 October 2011 in an announcement on its official website and Twitter feed. Take-Two Interactive's share price subsequently increased by seven per cent. Journalists said the announcement ignited significant anticipation within the gaming industry, which they owed to the series' cultural significance. The game did not meet its original projected March–May 2013 release date. By 30 October 2012, promotional posters had spread to the Internet, and a listing by the retailer Game had leaked the projected release date. Rockstar announced that day that the release was scheduled for Q2 2013, and the company began accepting pre-orders on 5 November 2012.On 31 January 2013, the company announced the release date had been postponed until 17 September of that year. "It simply needs a little more polish to be of the standard we and, more importantly, you require", Rockstar stated in a press release. On 23 August, reports stated that some European PlayStation 3 users who had pre-ordered Grand Theft Auto V were able to download parts of the game, including its soundtrack and some character dialogue. Details of the game were leaked later that day and on following days before Sony removed the pre-order file from the European PlayStation Network and released an official apology to Rockstar and its fans. In response, Rockstar stated it was "deeply disappointed by leaks and spoilers being spread in advance of the game's launch". The game was released in Japan on 10 October. At E3 2014, a re-release of the game was announced for PC, PlayStation 4, and Xbox One. The PC version, initially scheduled for simultaneous release with the console versions, was delayed three times: first to 27 January 2015, later to 24 March and again to 14 April. According to Rockstar, the game required extra development time for "polishing". PlayStation 5 and Xbox Series X/S versions were announced in June 2020 for a release in the second half of 2021. They will feature additional technical enhancements and performance upgrades. The game was extensively marketed through video trailers and press demonstrations. On 3 November 2011, a week after the announcement, the debut trailer was released. It is narrated by Michael and depicts the open world accompanied by the song "Ogdens' Nut Gone Flake" by English rock band Small Faces. A press release published the same day confirmed the game's open world recreation of Southern California and Los Angeles. Almost a year later, Game Informer ran a Grand Theft Auto V cover story for their December 2012 issue. Rockstar intended to release the second promotional trailer on 2 November. However, these plans were hampered by Hurricane Sandy, which cut power supplies to Rockstar's New York offices. The trailer was eventually released on 14 November; it introduces the lead protagonists' back-stories and features the song "Skeletons" by American musician Stevie Wonder. To unveil the cover art, Rockstar contracted artists to paint a mural on a wall in Manhattan on 31 March 2013, followed by the artwork's digital release on 2 April. It showed English model Shelby Welinder portraying a blonde beach-goer. Three trailers were released on 26 April, each focusing on one of the protagonists. The songs "Radio Ga Ga" by English band Queen, "Hood Gone Love It" by American rapper Jay Rock and "Are You Sure Hank Done It This Way" by American musician Waylon Jennings are used in the Michael, Franklin and Trevor trailers respectively.A trailer released on 9 July features the first gameplay footage. It demonstrates the shooting and driving mechanics, and the ability to swap between characters instantaneously. Grand Theft Auto Online was unveiled in a trailer released on 15 August. The video displayed activities like bank heists, small robberies, "traditional" game modes, purchase of property and bicycle-riding. The final pre-launch trailer was released on 29 August, intended to be a television advertisement. The song "Sleepwalking" by American band The Chain Gang of 1974 was used in this trailer.Viral marketing strategies were used to promote the game. Visitors to the website of The Epsilon Program—a fictional religious cult within the Grand Theft Auto universe—were offered a chance to register for that group. After filling in an online membership form, the terms and conditions revealed that the site was a casting call for five people to appear in the game as members of the fictional cult. The official Grand Theft Auto V website was redesigned on 13 August 2013 to show a preview of activities and locales within the open world and an examination of the lead protagonists' stories. More information was released on the website on 24 August, 6 September, and 13 September.To spur pre-order sales, Rockstar collaborated with several retail outlets to provide special edition versions of the game. The "Special Edition" includes a unique case packaging, a game map and unlock codes for additional content in the single-player and multiplayer modes. The publisher collaborated with Sony to release a 500 GB PlayStation 3 console, which includes a copy of the game, a 30-day trial membership for the PlayStation Plus service and a set of Grand Theft Auto V-branded headphones. All game pre-orders granted the purchaser an access code for the in-game Atomic Blimp aircraft. GameStop held a promotional raffle with the chance to win a real-life Bravado Banshee sports car (the game's counterpart of the Dodge Viper). Rockstar collaborated with West Coast Customs to build the vehicle. Shortly after the game's release, the iFruit application was released for iOS devices. It lets players customise vehicles, create custom license plates and teach Franklin's dog Chop new tricks, which unlocks additional in-game abilities. Upon its launch, some users reported problems connecting to the application's servers; these problems were resolved with an update on 25 September 2013. iFruit was released for Android on 29 October, and for Windows Phone devices on 19 November. The enhanced version for PC, PlayStation 4 and Xbox One features an increased draw distance, finer texture details, denser traffic, upgraded weather effects, and new wildlife and vegetation. It features more than 162 new songs across the game's radio stations. Players could transfer Grand Theft Auto Online characters and progression between some platforms and gain exclusive activities and in-game discounts on weapons and vehicles. The re-release features a new on-foot first-person view option that players may configure to personal preference (for example, by making the view toggle to third-person when taking cover). Animation director Rob Nelson said that a first-person option was raised during PlayStation 3 and Xbox 360 development, but their relatively smaller banks of memory were already being pushed, such that adding new first-person animations would have inhibited the open world render. According to Nelson, the first-person view required more development effort than simply repositioning the camera, because of the need to adapt combat to a different view. The weapons were upgraded to a higher resolution, and new animations including weapon recoil, reload and switch were added. "I think we created 3,000 animations on weapons alone", said Nelson.The PlayStation 4 version uses the DualShock 4's touchpad to navigate camera options and speaker to play smartphone calls, while the Xbox One Controller's "Impulse Triggers" may rumble while players use vehicles. The PC version features the "Rockstar Editor", a replay editor that lets players create video clips of their gameplay. It features a "Director Mode" that lets players record footage with various characters that speak and perform contextual actions at will. Players can adjust the time of day and weather settings, and use cheat codes to access more cinematic effects. An editing suite lets players add music from the game's soundtrack and score, and access various depth of field and filter effects. Finished works may be uploaded directly to YouTube and entered into Rockstar Games Social Club contests. Later, the PlayStation 4 and Xbox One versions received the Rockstar Editor through a free title update, which added various features such as expanded sound effects and text styles libraries across all three platforms. Art director Aaron Garbut said that the addition of first-person inspired the enhanced version's graphical upgrade. Remodelled cars feature interior effects including functional speedometers, fuel gauges and dashboard handbrake lights. The team added new particle and lighting effects, "like fireflies at night in the countryside, or ambient light pollution over Los Santos at night", according to Garbut. Red Dead Redemption inspired the team to add more vegetation to "break up the hard edges [and] straight lines" of the open world. The original version's vegetation was replaced with more detailed equivalents in the enhanced version. An upgraded weather system lets tree branches and leaves blow realistically in the wind. The team hand placed weeds along fences and walls, and placed grass over many of the open world's terrains. They then layered foliage, rocks and litter over the grass. An upgraded screen space ambient occlusion (SSAO) system renders new particle, shadow and weather effects, such as volumetric fog or neon reflections in cars at night. The ambient light pollution over nighttime Los Santos may dissipate in poor weather. A dynamic depth of field system sharpens and softens images to emulate camera autofocus, and improved shaders produce new colours in skin and terrain textures.Initial PC version development began in parallel with PlayStation 3 and Xbox 360. PC development later gave way as focus shifted to the console releases but eventually resumed. Because the team had planned a PC version from early on, they made technical decisions in advance to facilitate later development, like support for 64-bit computing and DirectX 11. The art team authored their source art at high resolutions even though they needed to be compressed on the PlayStation 3 and Xbox 360, with the foresight that PC versions would display these assets uncompressed. These early decisions aided the PlayStation 4 and Xbox One versions' development as well, due to their similar system architectures to the PC. Their similarities helped the team "ramp up" to the PC version, where they could push the visuals and technology further than before. The PC development team consisted of members of the original team and PC specialists from Rockstar's other studios who had brought Grand Theft Auto IV, Max Payne 3 and L.A. Noire to the platform. The PC's recommended specifications are based on the game running a native 1080p resolution at 60 frames per second (fps); the team suggested 60 fps as the optimal performance benchmark. The PC build supports 4K resolution and uncapped framerates as well. The team opted to give players the choice to configure the game according to their individual system specifications. Players may configure LOD draw distances, anisotropic filtering, graphics effects and so on. A population density slider affects the density of street-walking pedestrians and cars on the roads. A Grand Theft Auto clone (also known as a GTA clone) is a subgenre of open world action-adventure video games, characterized by their likeness to the Grand Theft Auto series in either gameplay, or overall design. In these types of open world games, players may find and use a variety of vehicles and weapons while roaming freely in an open world setting. The objective of Grand Theft Auto clones is to complete a sequence of core missions involving driving and shooting, but often side-missions and minigames are added to improve replay value. The storylines of games in this subgenre typically have strong themes of crime, violence and other controversial elements such as drugs and sexually explicit content. The subgenre has its origins in open world action adventure games popularized in Europe (and particularly the United Kingdom) throughout the 1980s and 1990s. The release of Grand Theft Auto (1997) marked a major commercial success for open-ended game design in North America, and featured a more marketable crime theme. But it was the popularity of its 3D sequel Grand Theft Auto III in 2001 that led to the widespread propagation of a more specific set of gameplay conventions consistent with a subgenre. The subgenre now includes many games from different developers all over the world where the player can control wide ranges of vehicles and weapons. The subgenre has evolved with greater levels of environmental detail and more realistic behaviors. As usage of the term "clone" often has a negative connotation and can be seen as controversial, reviewers have come up with other names for the subgenre. Names such as "sandbox games", however, are applied to a wider range of games that do not share key features of the Grand Theft Auto series. A Grand Theft Auto clone is a video game that falls within the genre popularized by the 2001 title Grand Theft Auto III, where players are given the ability to drive any vehicle or fire any weapon as they explore an open world. These games are sometimes treated as a 3D action-adventure game, or third-person shooter. They are noted for frequently bearing strong violent or criminal themes, though exceptions like American McGee Presents: Scrapland have copied its gameplay and structure with a Teen rating. Calling a game a "Grand Theft Auto clone" is sometimes considered unfair or insulting. This is because reviewers sometimes use this term to suggest that the "clone" is a mere imitation, which commonly occurs in the video game industry, designed for the sole purpose of capitalizing on the success of the Grand Theft Auto series. However, this term can also be used as a neutral description of a game, which can range from good to bad. Reviewers have used "Grand Theft Auto clone" to describe games that rest on their own merits, and do not necessarily dismiss the entire class of games as mere imitators.Games of this type are sometimes defined under the broader terminology "open world games" or "sandbox games". However, many games that predate Grand Theft Auto III, such as Metroid from 1986, are also called open world games. Conflictingly, games such as Grand Theft Auto III and Body Harvest are credited with inventing this genre more than a decade later. Furthermore, reviewers have stated that this genre does not include every game with a freely explorable world and that this genre is much more specific, thus excluding the free-roaming titles Spider-Man 2 and The Incredible Hulk: Ultimate Destruction from this class of games. The terminology is inconsistent, sometimes including any game with open level design, while other times focusing on a specific genre created at the turn of the century.Without clear classifications to describe the genre popularized by Grand Theft Auto, reviewers have created a number of alternate names for this genre. Some reviewers have focused on the pervasive criminal themes and content in the genre, using terminology such as "crime games", "crime-based action games", and what CNN called the "gangsta genre". Other journalists have emphasized gameplay by describing the genre as "free roaming action adventure games", "driving-and-shooting games", and "driving action hybrids". Grand Theft Auto clones offer players the ability to steal and drive a number of vehicles. Games have included all kinds of vehicles, such as cars, motorcycles, helicopters, boats, fixed-wing aircraft, and military vehicles. Reviewers have compared these games based on the number of vehicles they offer, with greater choice resulting in better reviews. Players can also use vehicles as weapons, either by driving into enemies, or by damaging the vehicle until it explodes. Some games allow vehicles to perform stunts. Games in the genre thus incorporate elements of driving simulation games. Some games even allow players to customize their vehicles.Players can engage in combat using a range of weapons depending on the game setting, such as firearms, explosives, close-range melee weapons, or even exaggerated fictional weapons (e.g. laser weapons or a hand-held minigun) . As such, several reviewers have stated that games in this genre are partially third person shooters. Players can find weapons scattered throughout the game world, and may buy weapons in shops or take them from dead enemies. Virtually anyone in the game world can be attacked by the player. In many games, excessive violent behavior will provoke a reaction by police authorities, who the player may then choose to fight or evade. Players must also keep track of their health and ammunition in order to succeed in combat.These games have employed a variety of aiming mechanisms, such as free look aiming or a "lock-on" button. Several games have been criticized for difficult or burdensome controls when it comes to shooting, and thus video game designers have tried to refine the aiming and shooting controls in these games. Grand Theft Auto clones allow players to freely explore the game world, which is typically on the scale of an entire city. Some games base their level design on real world cities, such as London, New York City, and Los Angeles. Players are usually able to navigate by vehicle or on foot. Some games put greater emphasis on leaping, climbing, and even swimming. Exploring the world is not just necessary to complete objectives, but also to gain valuable items, weapons, and vehicles. Different parts of the game world may be controlled by different enemy factions, who will attempt to stop the player in a variety of ways. However, more recent games in this genre allow players to acquire their own territory. The freedom of navigating a huge game world may be overwhelming or confusing for new players. Game designers have come up with a variety of navigational aids to solve this problem. A mini-map feature is common, while Saints Row and Grand Theft Auto IV go so far as to offer a GPS service. Games without these navigation tools are sometimes criticized as confusing.The player's freedom to explore may be limited until they complete certain objectives and advance the game plot. Players must visit specific locations and complete specific missions in order to win the game, such as racing, tailing, couriering, robbing, stealing, shooting, assassinating, and driving to specific checkpoints. There may be multiple ways to complete these missions as the game environment is designed to facilitate shortcuts, experimentation, and creative ways to kill enemies. Completing a core mission will unlock further missions and advance the storyline, and if the player fails a mission they will be able to resume the game from before the mission began. In addition, these games usually offer optional side missions, which allow players to gain other rewards. These side missions improve the game's replay value. These games are also known for incorporating numerous minigames into the game world, such as circuit races. Ultimately, this allows the player to follow or ignore the game's storyline as they see fit. Open world, 3D action-adventure games existed for years prior to the release of any similar game from the Scottish developer DMA Design. Mercenary (1985) has been described as a major ancestor to the Grand Theft Auto series, because it featured an open world which the player could explore freely. The Terminator, released in 1991, was a free-form, open world game that set its action in a modern-day city that extended for miles, and included the ability to fire at civilians and steal cars. This game was also among the first American-developed games to feature these elements.Hunter (1991) has been described as the first sandbox game featuring full 3D, third-person graphics, thus making it an important precursor to the Grand Theft Auto series. The game consisted of a large, open world in which there were numerous possibilities to complete different missions. The character could travel on foot, or steal different vehicles such as cars, tanks, or even bicycles, boats, helicopters and hovercraft. Moreover, Hunter also had many unique features such as day and night lighting, fuel modelling, a log book, aerial observation units, tank traps, land mines and computer-controlled rocket batteries and tracer guns. It was also possible to ride a bicycle, swim, windsurf or even make a parachute jump from a helicopter.DMA Design began pursuing open world game design with the first Grand Theft Auto, which allowed players to commandeer various automobiles and shoot various weapons within a mission-based structure. Unlike later games in the series, and indeed many earlier influences, the first two GTA games were 2D. In 1998, DMA moved many of these design concepts into a 3D world, with Body Harvest, a Nintendo 64 game developed by DMA Design (which eventually became Rockstar North when it was acquired by Rockstar Games). This title featured an open world with nonlinear missions and side-quests, as well as the ability to commandeer and drive a variety of vehicles. As such, it has been retroactively called "GTA in space" (despite the fact that most of the game takes place in various settings on Earth), and is credited with making Grand Theft Auto III possible. Dan Houser has also cited the 3D Mario and Zelda games on the Nintendo 64 as major influences.In 1999, Midtown Madness by Angel Studios (which later became Rockstar San Diego) was released. This driving game was 3D and featured an open world in an urban environment like Grand Theft Auto. It was however not a sandbox game, as the player could only choose one of the pre-defined gameplay modes. Travelling on foot or switching cars during gameplay was not possible. Rockstar Games approached Angel Studios with a long-term partnership in 1999, which resulted in the creation of video game series Midnight Club (another open world 3D race game) and Smuggler's Run. In November 2000, almost a year before Grand Theft Auto III, Driver 2 by Reflections came out. Set in a 3D open world in an urban environment with the ability to traverse on foot and commandeer other vehicles, Driver 2 featured many aspects of what would later become known as a Grand Theft Auto clone, though violence was restricted to cutscenes. Grand Theft Auto III took the gameplay foundation of the first two Grand Theft Auto games and expanded it into a 3D world, and offered an unprecedented variety of minigames and side-missions. The title was a much greater commercial success than its direct precursors, and its influence was profound. As such, Grand Theft Auto III is credited with popularizing this genre, let alone inventing it. Its release is sometimes treated as a revolutionary event in the history of video games, much like the release of Doom nearly a decade earlier. GamePro called it the most important game of all time, and claimed that every genre was influenced to rethink their conventional level design. IGN similarly praised it as one of the top ten most influential games of all time. Subsequent games that follow this formula of driving and shooting in a free-roaming level have been called Grand Theft Auto clones.Other critics, however, likened Grand Theft Auto III to The Legend of Zelda and Metroid, as well as Shenmue in particular, and noted how GTA III had combined elements from previous games and fused them together into a new immersive experience. For instance, radio stations had been implemented earlier in games such as Sega's Out Run (1986) and Maxis' SimCopter (1996), open-ended missions based on operating a taxi cab in a sandbox environment were the basis for Sega's Crazy Taxi (1999), the ability to kill non-player characters dated back to action role-playing games like Hydlide II (1985), and Final Fantasy Adventure (1991), and the way in which players run over pedestrians and get chased by police has been compared to Pac-Man (1980). One of the first games to be compared to Grand Theft Auto's foray into the 3D video game landscape was Mafia. Its development during the same time and release a year later in 2002 had a few review websites draw comparisons, notably comparing the open world city and driving. These comparisons were mostly positive, with Game Informer writing "This is a lot like GTA III. Awesome!" and "There's no shame in taking a proven gameplay formula and changing it a little bit" in its review.Rockstar North finished development of Grand Theft Auto: Vice City later that year, which expanded on the open world concept by letting players explore the interior of more than sixty buildings. The game featured an expanded soundtrack and the voice talent of several Hollywood actors, including Ray Liotta. This set a new standard for the genre, making studio talent a pre-requisite for success. Other game developers entered the field that year, with releases such as The Getaway. The Simpsons: Hit & Run in 2003 applied the concept to a cartoon world, while True Crime: Streets of LA reversed the Grand Theft Auto formula by putting the player in the role of a police officer. Some reviewers began warning parents of the growing number of games in this genre, due to the violent themes intended for mature audiences. Ultimately, rival developers were unable to match the reception of the Grand Theft Auto series. Rockstar North released Grand Theft Auto: San Andreas in 2004, which featured an open world on the scale of three distinct cities. The game also allowed players to customize the player-character and vehicles, as well as compete for turf by fighting with rival gangs. The continued success of the Grand Theft Auto series led to successful spin-offs, including Grand Theft Auto: Liberty City Stories in 2005, Grand Theft Auto: Vice City Stories in 2006, and the 2D Grand Theft Auto Advance for the Game Boy Advance handheld game console. A market analysis in early 2006 found that new games in this genre would have more difficulty than new first-person shooters or racing games, and noted that overall revenue for this genre declines during periods without a new Grand Theft Auto game. By 2006, developers were producing fewer games in this space, estimated at half the number seen in 2005. Grand Theft Auto clones for mobile phones were also released by a number of developers, most notably those from Gameloft's Gangstar series, the first being Gangstar: Crime City in 2006.With the arrival of the seventh generation of video game consoles, the first "next-gen" Grand Theft Auto clones were released in 2006, beginning with Saints Row from 2006 and Crackdown from 2007 both introduced online multiplayer to the genre, a feature that had been requested by many fans. Crackdown attracted attention for being created by David Jones, the developer of the original Grand Theft Auto, and featured the ability to develop the player character's superpowers in a semi-futuristic setting. Meanwhile, The Godfather: The Game and Scarface: The World Is Yours entered the market in 2006, and attempted to apply the Grand Theft Auto formula to popular movie franchises. Still, reviewers continued to measure these games against the standard set by the Grand Theft Auto series. Grand Theft Auto IV was released in April 2008 and featured a large, detailed environment, redefining gameplay and even adopted the GPS navigation system seen in Saints Row. The game broke numerous sales records, including the record for the fastest selling game in its first 24 hours. Since its inception, this genre has evolved to include larger settings, more missions, and a wider range of vehicles. In 2010, Rockstar Games published Red Dead Redemption, an open world Western themed game. Later that year, the second entry in the Mafia series, Mafia II, was released and met with a few comparisons to Grand Theft Auto as well. On the day of Grand Theft Auto V 's release on September 17, 2013, Volition released a free downloadable content pack for Saints Row IV titled "GATV", purposely playing the similarity in the abbreviated titles to promote their game due to the confusion raised on various social networks.Variations of the Grand Theft Auto formula have also been applied to games aimed at children and younger audiences, most notably with Lego City Undercover, first released in 2013 for the Wii U with a remastered version for Microsoft Windows, Nintendo Switch, PlayStation 4 and Xbox One released in 2017. As is with the True Crime and later Sleeping Dogs games, the game is role-reversed with the player taking on the role of a police officer enforcing the law, rather than of a criminal, although the player is required to commit criminal acts on some occasions in order to infiltrate criminal gangs. Trevor Philips is a fictional character and one of the three playable protagonists, alongside Michael De Santa and Franklin Clinton, of Grand Theft Auto V, the seventh main title in the Grand Theft Auto series developed by Rockstar Games. He also appears in the game's multiplayer component, Grand Theft Auto Online. A career criminal and former bank robber, Trevor leads his own organisation, Trevor Philips Enterprises, and comes into conflict with various rival gangs and criminal syndicates as he attempts to secure control of the drugs and weapons trade in the fictional Blaine County, San Andreas. He is played by actor Steven Ogg, who provided the voice and motion capture for the character. Rockstar based Trevor's appearance on Ogg's physical appearance, while his personality was inspired by Charles Bronson. Grand Theft Auto V co-writer Dan Houser described Trevor as purely driven by desire and resentment. To make players care for the character, the designers gave the character more emotions. Trevor is shown to care about people very close to him, despite his antisocial behavior and psychotic derangement. Trevor is considered one of the most controversial characters in video game history. The general attention given to Trevor by critics was mostly very positive, although some reviewers felt that his violent personality and actions negatively affected the game's narrative. His design and personality have drawn comparisons to other influential video game and film characters. Many reviewers have called Trevor a likeable and believable character, and felt that he is one of the few protagonists in the Grand Theft Auto series that would willingly execute popular player actions, such as murder and violence. Grand Theft Auto V co-writer Dan Houser explained that Trevor "appeared to [Rockstar Games] pretty much out of nowhere as the embodiment of another side of criminality [...] If Michael was meant to be the idea of some version of criminal control [...] what about the guy who didn't do that?" He later described Trevor as "the person who's driven purely by desire, resentment, no thought for tomorrow whatsoever, completely id rather than ego-driven." He stated that Trevor "kills without remorse, like a true psychopath, but very sentimental for the right reasons when it suits him."Rockstar drew upon game protagonist archetypes while scripting the characters; Trevor was considered to embody insanity. Houser said the team characterised Michael and Trevor as juxtapositions of each other. He said, "Michael is like the criminal who wants to compartmentalise and be a good guy some of the time and Trevor is the maniac who isn't a hypocrite". He said that having three lead characters would help move the game's plot into more original territory than its predecessors, which traditionally followed a single protagonist rising through the ranks of a criminal underworld. Steven Ogg was cast as Trevor. During the initial audition process, Ogg noticed an on-set chemistry between him and Ned Luke (who portrayed Michael), which he felt helped secure them the roles. Ogg said, "When [Luke] and I went in the room together we immediately had something". While the actors knew their auditions were for Rockstar Games, it was when they signed contracts that they learned they would be involved in a Grand Theft Auto title.Ogg felt Trevor's characterisation developed over time. He said, "Nuances and character traits that began to appear—his walk, his manner of speech, his reactions, definitely informed his development throughout the game". Ogg cites Tom Hardy's portrayal of English criminal Charles Bronson in the 2008 biopic Bronson as a strong stylistic influence. He opined that while Trevor embodies the violent, psychopathic Grand Theft Auto anti-hero archetype, he wanted to evoke player sympathy to Trevor's story. "To elicit other emotions was tough, and it was the biggest challenge and it's something that meant a lot to me", Ogg explained. The actors began working on the game in 2010. Their performances were mostly recorded using motion capture technology. Dialogue for scenes with characters seated in vehicles was recorded in studios. Because the actors had their dialogue and movements recorded on-set, they considered their performances were no different from those of film or television roles. Their dialogue was scripted so that it did not allow the actors to ad-lib; however they sometimes made small changes to the performance with approval from the directors. Trevor is Canadian, born just north of the border of the United States. He grew up with a physically abusive father and an emotionally abusive mother. Trevor had a brother, Ryan, who died prior to the game's events. Trevor's father abandoned him in a shopping mall, which he later burned down in retaliation. His father died when Trevor was 10. This upbringing combined with Trevor's violent temper led Trevor to be severely unhinged, leading to numerous fights at school, including an assault on a teacher. Trevor loved planes, and at some point entered the military as a pilot, but was quickly forced to leave after being reproved in a psychological evaluation. Later on, Trevor committed crimes, the first one being a small robbery that landed him in jail for six months. Due to good behavior, he was out in four. He would continue his criminal ways, including using his piloting skills to become a smuggler. Trevor met Michael Townley in 1993 and they realised that they wanted to earn money by performing large heists, so they joined forces and became successful in doing so over the following years. Their partnership began to strain after Michael married a stripper named Amanda and started a family with her.In 2004, during a heist in Ludendorff, North Yankton with their mutual accomplice Brad Snider, Michael and Brad are shot by police while Trevor escapes. While on the run, Trevor is led to believe that Michael died and Brad was sent to jail. He eventually settles in Sandy Shores, a small town in Blaine County, San Andreas, where he establishes a small criminal enterprise that smuggles weapons and manufactures methamphetamine, which he hopes will grow into a large empire. Due to raging abandonment issues, Trevor surrounds himself with two loyal friends that he kidnapped and brainwashed from their previous lives named "Nervous" Ron Jakowski and Wade Hebert. Trevor enters an uneasy truce with his competitors in Sandy Shores, including the Lost Motorcycle Club led by Johnny Klebitz, the Varrios Los Aztecas gang, and the O'Neil Brothers.In 2013, Trevor finds out that Michael faked his death, and is so spooked and enraged that he breaks the truce and kills most of his competition in one burst of violence, a deadly streak that continues when a potential game-changing deal with a group of Triads falls through. He later drives to Los Santos, taking over the apartment and ruining the life of Wade's cousin Floyd, and reunites with Michael, who took on the name "De Santa" and is supposedly living in witness protection. Though Michael is reluctant to have Trevor back in his life again, he eventually introduces him to Franklin Clinton, after which the two perform heists again, this time including Franklin. Trevor is determined to rob anything guarded by Merryweather Security Consulting, a private security firm that he dislikes, but he often fails. When corrupt Federal Investigation Bureau (FIB) agents Dave Norton and Steve Haines contact Michael after he breaks his agreement with them by committing heists again, they force him to carry out a number of operations alongside Trevor and Franklin to undermine the rival International Affairs Agency (IAA). Steve later introduces the trio to Devin Weston, a billionaire investor who hires them to steal a number of rare cars, but in the end cheats them out of their money. During this time, Trevor begins to mentor and bond with Franklin, as they carry out several jobs together without Michael, some of which involve Franklin's friend Lamar Davis, whom Trevor also befriends. Later, after not getting paid for a job, Trevor kidnaps Patricia, the wife of drug kingpin Martin Madrazo. Due to her kind maternal nature and his own abandonment issues, Trevor falls in love with her and only returns her after much demanding from Michael. However, the two stay in contact until the end of the game.Trevor eventually discovers that the Ludendorff heist from nine years ago was a set up planned by Michael and Dave, meant to allow the former to retire and escape from Trevor, and that Brad wasn't arrested, but rather killed and buried in Michael's fake grave. Feeling betrayed, Trevor vows to kill Michael, but later comes to his and Dave's aid when they are betrayed by Steve, because he needs Michael alive for one last heist. When that heist is successful, Trevor is so pleased that he lifts the death vow but still hates Michael. Near the end of the game, Franklin is approached separately by Dave and Steve, who contend that Trevor is a liability, and by Devin, who seeks revenge against Michael for an earlier incident. This leaves Franklin with three choices: kill Trevor, kill Michael, or try to save them both in a suicide mission. If the first option is chosen, Franklin meets up with Trevor, before chasing him to an oil plant, where Michael arrives and causes Trevor to crash into an oil tank. With Trevor covered in oil, either Franklin or Michael shoot the oil, setting Trevor alight and killing him. If the second option is chosen, Trevor refuses to help Franklin kill Michael, not wanting to betray his friend in spite of everything he has done to him. He later cuts all ties with Franklin and returns to his old life. If both Trevor and Michael are spared, they help Franklin survive an onslaught by the FIB and Merryweather, before splitting up to eliminate their remaining enemies; Trevor assassinates Steve and kidnaps Devin so that the trio may kill him together. Afterward, Trevor reconciles with Michael and they agree to stop working together, but remain allies. In post-story gameplay, Trevor can hang out with Michael and Franklin, during which he eventually admits that he over-reacted after learning the truth about Brad, and refers to himself and Michael as friends. Trevor is a main character in Grand Theft Auto Online, the online multiplayer mode of Grand Theft Auto V, set several months before the single-player story. He provides missions to the player after they reach Rank 13 and steal Trevor's rolling meth lab during a job. When the player arrives at his trailer, Trevor demands compensation for the stolen meth lab and has them complete several jobs, which generally consist of stealing drugs from rivals, mainly the Lost MC, and killing the dealers. Trevor later plays a major role in the 2015 Heists update, where he masterminds one of the heists featured in the update. This "heist" consists of the theft of drugs from various gangs, including the Lost, the O'Neil Brothers, the Los Santos Vagos, and the Ballas, which Trevor plans to sell for a large profit. After all drug shipments are collected, Trevor and the players deliver them to the deal's location, whereupon Trevor gives the players their cut in advance and they leave. When the buyer arrives, Trevor quickly realizes that the deal is a sting operation, at which point he is ambushed by the Drug Observation Agency (DOA), but manages to escape, albeit without the drugs.Although Trevor makes no further appearances in the game, he is mentioned by his ex-partner Ron Jakowski in the 2017 update Smuggler's Run, which is set in 2017, a few years after the single-player story. Ron, after being abandoned by Trevor, contacts the player to start their own smuggling operation, and when they meet, the former briefly talks about Trevor, saying he has "gone Vinewood" and has become a guru and lifestyle coach; this confirms Trevor is still alive after the events of Grand Theft Auto V. Furthermore, the 2019 update, The Diamond Casino & Resort, includes a mention of the events of "The Third Way," implying that both Trevor and Michael canonically survive the events of the single-player story. Trevor's character was met with generally positive feedback following the release of Grand Theft Auto V. Edge singled out Trevor as the stand-out of the three protagonists, which they owed to his volatile personality. Like Edge, Caroline Petit of GameSpot considered Trevor "a truly horrible, terrifying, psychotic human being—and a terrific character." Eurogamer's Tom Bramwell, however, felt that Trevor undermined the other characters because he was a "shallow and unconvincing" sensationalised anti-hero, and that "his antics derail[ed] the narrative" and overshadowed the character development of Michael and Franklin. Xav de Matos of Joystiq found all three characters unlikable to the extent that they had an alienating effect on the story, noting that "though each character has a valid motivation for his journey, it's difficult to want them to succeed." He also felt that the ambivalence between Trevor and Michael was a tired device by the conclusion of the story as it became a "seemingly endless cycle" of conflict between them.Lucas Sullivan of GamesRadar praised Trevor for being the first character in the series that "makes sense". He stated that, upon their first playthrough of a Grand Theft Auto game, most players "carjacked some poor schlub, then started doing 90mph on the sidewalk, mowing over civilians", as opposed to playing peacefully. "Trevor's existence isn't a commentary on any group of people–he's just the first logical fit to the way people have been playing GTA games for the past decade," he said. Sullivan concluded that Trevor is one of the few protagonists in Grand Theft Auto that would willingly execute popular player actions, such as murder and violence. Trevor has been compared to many other characters in video games and films. Calvin Khan of IGN compared Trevor to Heath Ledger's Joker in the 2008 film The Dark Knight. Khan felt that Trevor is the only character in Grand Theft Auto V not trying to fake his persona, stating "Trevor absolutely knows that he's a monster but just doesn't care. He enjoys causing misery and harm, lives for it and embraces it and – much like Heath Ledger's Joker – he exists purely for unadulterated anarchy." He also felt that Trevor's only reasoning for hurting people and messing everything up around him is simply because it's just too much fun not to. Khan concluded saying that it's clear that the world through the eyes of Trevor is already royally broken and he sees no harm in messing it up some more, hence the reason for Trevor's actions.Trevor won the Cheat Code Central's 7th Annual Cody Awards for "Best Male Character" and was nominated for various other awards. Those include the Spike VGX 2013 for "Character of the Year", won by BioShock Infinite's Lutece Twins, Hardcore Gamer's Game of the Year Awards 2013 for "Best New Character", won by The Last of Us's Ellie, and Destructoid's Best of 2013 for "Best Character", also won by the Lutece Twins. Steven Ogg was also nominated for his work as Trevor in Spike VGX 2013 for "Best Voice Actor", won by Troy Baker, Telegraph Video Game Awards 2013 for "Best Performer", also won by Baker and 10th British Academy Video Games Awards for "Performer", won by Ashley Johnson. The mission "By the Book" from Grand Theft Auto V was criticised for its depiction of torture. In the mission, Trevor interrogates Ferdinand "Mr. K" Kerimov for information about a suspected Azerbaijani fugitive who poses a threat to the FIB (the game's version of the FBI). Trevor uses torture equipment on the restrained man, which players select from a table. Once Mr. K provides the FIB with the information, Trevor is asked to kill him, but instead drives him to the airport, providing him an opportunity to escape. While driving Kerimov, Trevor monologues about the ineffectiveness of torture, pointing out Kerimov's readiness to supply the FIB with the information without being tortured, and expressing that torture is used as a power play "to assert ourselves".Reviewers echoed that while the mission served as political commentary on the use of torture by the United States government, its use of torture was in poor taste. GameSpot's Petit felt that placing the torture scene in context with the monologue created a hypocrisy in the mission's function as a commentary device, and IGN's MacDonald felt it "pushed the boundaries of taste". In an editorial, Bramwell discussed whether the political commentary was overshadowed by the violent content, comparing the mission to Call of Duty: Modern Warfare 2's "No Russian" controversy. He considered the sequence lacking enough context to justify its violence and summarised its function as "flawed". Labour MP Keith Vaz expressed concern that underage players could be exposed to the mission. Keith Best of Freedom from Torture said the torturer role-play "crossed a line". Tom Chick defended the torture sequence, and wrote that unlike the "No Russian" mission or the 2012 film Zero Dark Thirty, the underlying political commentary on torture in "By the Book" necessitated the violent content. Rockstar North Limited is a British video game development company and a studio of Rockstar Games based in Edinburgh. The company was founded as DMA Design Limited in Dundee in 1987 by David Jones, who hired his former classmates Mike Dailly, Russell Kay, and Steve Hammond. During its early years, DMA Design was backed by its publisher Psygnosis, primarily focusing on Amiga, Atari ST and Commodore 64 games. During this time, they created successful shooters such as Menace, and Blood Money, but turned to platform games after the release of Lemmings in 1991, which was an international success and led to several sequels and spin-offs. After developing Unirally (1995) for Nintendo, DMA Design was set to become one of their main second-party developers, but this partnership ended after Nintendo's disapproval of Body Harvest (1998). In 1997, DMA released Grand Theft Auto, which was a huge success; the game sparked a successful series. The company was acquired by Gremlin Interactive. Following the release of Grand Theft Auto 2 (1999), Gremlin was acquired by Infogrames, who sold the DMA Design assets to Take-Two Interactive. In 2001, after the release of Grand Theft Auto III, DMA Design was renamed Rockstar North and became part of the Rockstar Games label. After the shift, the company worked on new games, including Manhunt, provided support to other Rockstar games such as Red Dead Redemption and Max Payne 3, and continued the Grand Theft Auto franchise with Grand Theft Auto IV (2008) and Grand Theft Auto V (2013). Both games are considered among the best video games made, and Grand Theft Auto V became the second-best-selling game of all time. Leslie Benzies headed the studio since the Take-Two acquisition until his departure in 2016. Background (1984–86) In 1984, David Jones, Russell Kay, Steve Hammond and Mike Dailly often met at the Kingsway Amateur Computer Club (KACC) in Dundee, Scotland. While Jones used an Amiga 1000, the others used Sinclair Spectrum or Commodore 64. They developed numerous small games while attending the KACC: Jones and Kay developed Moonshadow (eventually renamed Zone Trooper), Daily developed Freek Out, and Jones and Dailly collaborated on The Game With No Name. When later attending the Dundee Institute of Technology, Jones began development on a game tentatively titled CopperCon1, working under the temporary name "Acme Software", alongside Kay, Hammond and Dailly. To publish the game, Jones first approached Hewson Consultants, where Andrew Braybrook played and recommended the game. When Jones was informed that Hewson wanted the game to be the "Amiga version of Zynaps", he realised that sales would be limited, and refused to sign the contract, instead signing a deal with publisher Psygnosis. The game was renamed Draconia, with Tony Smith working on graphics and Jones designing levels. Lemmings (1987–93) By 1987, Jones wanted to incorporate the company but found that the name "Acme" was already taken by a design company. As he had to choose another, he considered to use "Visual Voyage" and "Alias Smith and Jones", but ultimately decided to go with "DMA Design". The "DMA" was taken from Amiga programming manuals, where it stood for direct memory access, though the "DMA" in the company's name had no meaning. DMA Design was formally founded by Jones that same year.Draconia was renamed Menace, and it was published in 1988 for Amiga, and in 1989 for Atari ST, Commodore 64 and MS-DOS. The game sold 20,000 copies, reportedly generating around GB£20,000, allowing the company to develop more games. This was followed by Blood Money, a side-scrolling shooter which began development in January 1989. The game was in development for five months, and was released for Amiga and Atari ST in May 1989. The game was ported to MS-DOS by Tim Ansell of Creative Assembly in 1989, and to Commodore 64 by Dailly in 1990. The company was also assigned to porting Ballistix to MS-DOS and Commodore 64. Jones began developing the side-scrolling shooter Walker in 1989, following the release of Blood Money.Also in 1989, Dailly became DMA Design's first employee. In early 1990, Jones scrapped Walker and began development on a new game called Gore!; this was soon scrapped. By the end of the year, Jones hired Ian Dunlop and Niall Glancey to continue working on Walker; Glancey redesigned the game, and it was released for Amiga in 1993. In 1990, Jones hired Tony Colgan to develop Cutiepoo, and assist with Gore! before its cancellation. By the end of the year, Jones was irritated by the lack of prog