WCWNitroBook

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WCWNitroBook

WCWNitroBook

@WCWNitroBook

Informed by over 100 new interviews, internal WCW documents and never-before-seen financial records, BEYOND NITRO is here! https://t.co/GGEyNz0k0U

USA Katılım Eylül 2017
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
"With the stated goal of presenting the most up-to-date roster ever included in a wrestling video game, the development team continued to toil until Monday, August 17 – the last day of programming. That night, Stevie Ray – formerly half of Harlem Heat with his brother, Booker T – joined the nWo on Nitro, causing a late change to the code. “He actually changed over to the nWo on our last day of programming,” remembered Sanders Keel, a pivotal former THQ producer, “but we couldn’t put him in the nWo or anything [in the game]. We just made it that his second costume was his nWo costume…we tried the best we could!” With the hype train now fully in motion, expectations for Revenge were growing in exponential terms. For one fan, evidently, the wait had quickly become unbearable. On Friday, August 28 – approximately a week-and-a-half after the Ultimate Warrior (now known as ‘Warrior’) had debuted in WCW – one of Warrior’s acolytes delivered a pointed message to the game’s producer..." Listen to Beyond Nitro by @GuyEvansBooks on Audible for more! USA: audible.com/pd/B0GT6C2N3H/… UK: audible.co.uk/pd/B0GT68FGDP/… Canada: audible.ca/pd/B0GT6YW6BC/… Australia: audible.com.au/pd/B0GT72S26X/…
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
"One of the more crucial elements of WCW’s financial situation concerns its receipt of what TBS labeled ‘programming license fees’. In 1997, for example, WCW was credited in the amount of $10.56 million with respect to this category, relative to the airing of its flagship show, Monday Nitro on TNT, WCW Saturday Night on TBS, and the periodic Clash of the Champions specials which aired on the latter network. On the surface, the payment would seem to be analogous to the now-familiar notion of a ‘media rights fee’. However, former WCW controller Greg Prince cautions that such a comparison doesn’t hold weight. Not only were WCW “flying blind” with regard to how the allocation was generated, says Prince, but crucially, the figure was inclusive of all considerations related to advertising sales. “Again, we were ‘downstream’ from Turner ad sales,” he explains. “[Therefore], I wouldn’t characterize this [allocation] as being a ‘rights fee’ per se, similar to FOX or CBS providing a fee to the NFL for their programming. As for what they chose to allocate us – and what went into the WCW books and records each month – you never really saw behind the curtain...” Listen to Beyond Nitro by @GuyEvansBooks on @audible_com and Apple Books for more! USA: audible.com/pd/B0GT6C2N3H/… UK: audible.co.uk/pd/B0GT68FGDP/… Canada: audible.ca/pd/B0GT6YW6BC/… Australia: audible.com.au/pd/B0GT72S26X/… APPLE BOOKS: books.apple.com/us/audiobook/b… AUDIBLE: audible.com/pd/B0GT6C2N3H/…
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
"With the new millennium imminent, an array of cultural critics reflected on the unquestioned ascendance of video games, an entertainment medium that appeared – as evidenced by the technological evolutions of the prior decade – to be evolving rather rapidly. Despite still being discounted in some quarters, the gaming industry had quickly become a behemoth, easily surpassing the film industry in terms of total revenues. In the process, numerous video games emerged as defining cultural touchstones for an entire generation. “We were the first generation to grow up on video games,” notes the TNA wrestler @TheSamiCallihan. “Our generation is a completely different generation of human beings…we didn’t [think], ‘Oh, we want to be rock stars,’ or, ‘We want to be out every night of the week.’ We’re all nerds.” The proliferation of video games had several notable effects, including – among other things – the transmission of game-specific culture around the globe. In admittedly asymmetrical fashion (given the preeminence of a relatively small number of regional gaming powerhouses), the success of top titles transcended national boundaries – in a way that few other diversions approached. With no appreciable language barrier, and similarly aided by the promotion of universal storytelling themes, the video game business became a “homogeneous phenomenon,” according to a study published in the International Journal of Communication, “hovering weightlessly in a culturally undefined space, independent of local contexts.” Thus an intriguing scenario developed wherein a prominent video game, like WCW/nWo Revenge – designed in the United States and developed in Japan – appealed, on a simultaneous basis, to players all over the world. While one group of teenagers could be up and enjoying a multiplayer tournament in, say, Minneapolis one Friday night, a parallel group of gamers, perhaps based in London, could be winding down their own marathon event at five o’clock in the morning. Meanwhile, 1500 miles away in Athens, Greece, a solitary N64 user, his eyes half asleep at seven o’clock local time, could be about to start his own game – a pile of pesky homework going unnoticed on the floor. Connecting them all, of course, was a common language – not English – but that of video games." Listen to Beyond Nitro by @GuyEvansBooks on @audible_com and Apple Books for more! @DarkSideofRing @Ender1787 @wesbohn @BFEatPopCulture @AlexZed85 @Chadmoneymatter @TitoSanTanaChez @RCW273558 @Body_tha_Genius @BuckeyeShawn007 @akioutsiders @AJStylesOrg @VPW2Dojo USA: audible.com/pd/B0GT6C2N3H/… UK: audible.co.uk/pd/B0GT68FGDP/… Canada: audible.ca/pd/B0GT6YW6BC/… Australia: audible.com.au/pd/B0GT72S26X/… APPLE BOOKS: books.apple.com/us/audiobook/b… AUDIBLE: audible.com/pd/B0GT6C2N3H/… #WCW #nWo #WCWnWoRevenge #AKIclub #THQ #wrestlinggames #audible #audiobook
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
"Although much focus has been devoted to the years in which WCW recorded losses, the possibility of ‘creative accounting’ – relative to its perceptibly profitable heyday – should not be discounted either..." SOUND ON 🔊 Listen to Beyond Nitro by @GuyEvansBooks now: USA: audible.com/pd/B0GT6C2N3H/… UK: audible.co.uk/pd/B0GT68FGDP/… Canada: audible.ca/pd/B0GT6YW6BC/… Australia: audible.com.au/pd/B0GT72S26X/… Also available on Apple Books: books.apple.com/us/audiobook/b…
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
"It is complexities such as these which make the nWo, quite frankly, a fascinating case study. To some, the storyline represents a benchmark – relative to its cutting-edge content and theatrical flair – which may never be approached again in wrestling. Others view its incorporation into WCW programming as a cautionary tale, relative to how a monumental storyline can submerge everything that precedes, follows or even runs next to it..." Listen to Beyond Nitro on Audible (and Apple Books) for more! audible.com/pd/B0GT6C2N3H/…
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
Kevin Kay, the former President of Spike TV, discusses @ThisIsTNA's rebrand to 'Impact Wrestling' in 2011. Taken from a special section of the new @Audible and Apple Books release, BEYOND NITRO: Untold Stories from the WCW era by @GuyEvansBooks: "...There’s also programming people who will tell you,” says Kay, “back in the day when TV listings mattered…that when you changed the name of a show in TV Guide, nobody was going to find it. So there was a lot of argument about that: ‘If we change the name of the show on the DirecTV guide – and now it’s Impact Wrestling – they won’t know what that is.’ There was a lot of debate about it. “So was it worth it to do it? I think we had gotten into a place culturally where TNA had started to sound like it wasn’t the right name. We’d gotten some of that feedback, and also from a sponsorship point of view, which is [important]... ...When you make those decisions, it costs a lot of money…and [in this case], it didn’t move anything. We told the viewers, ‘It’s Impact Wrestling now!’ but it was like, ‘Okay, well…now we’ve confused the audience again.’ “It was probably a bad idea. As I talk about it, I realize it was an even worse idea than I thought at the time! But again, we made those decisions for reasons that made sense at the time. Some of them worked out and some of them didn’t. Listen – bringing in Hulk was terrific for a while…then it sort of fizzled out. It didn’t work.” Listen on Audible for more: USA: audible.com/pd/B0GT6C2N3H/… UK: audible.co.uk/pd/B0GT68FGDP/… Canada: audible.ca/pd/B0GT6YW6BC/… Australia: audible.com.au/pd/B0GT72S26X/… @BPMattMorgan @TwoManPowerTrip @HeyHeyItsConrad @AaronFrobel86 @MikeGilbert311 @TFCHooligan69 @IndyClone77 @banditrevolva @The_yellowbone @ScottRandFlyers @Brad_Augenstein @Y2JONAKERFELDT @nbajambook @wts90sglory @CaptGoldenBeard @davidpenzer @icon162 @sodar85 @The_One_Nerd @therajgiri @OTD_in_WWE @CrossTheLineTNA Apple Books link: books.apple.com/us/audiobook/b… Direct Audible link: audible.com/pd/B0GT6C2N3H/…
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Bus
Bus@superbusradio·
@WCWNitroBook @jc_figz And, I still have the original event poster.
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
@ellis_wooo Hi Martin, thanks for your question. This is a completely new book, the sequel to 'NITRO'!
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
"Although much focus has been devoted to the years in which WCW recorded losses, the possibility of ‘creative accounting’ – relative to its perceptibly profitable heyday – should not be discounted either. Back in its glory days of 1997, for example, WCW enjoyed an uninterrupted stretch as the world’s leading wrestling company. With Nitro defeating Raw in the Nielsen ratings for the entire calendar year, the nWo becoming a veritable cultural force, and pay-per-views such as Halloween Havoc (est. 405,000 buys) and Starrcade (700,000 buys) doing big business at the box office, the promotion appeared to have taken possession of a cash printing press. It was a time, @EBischoff himself later marveled, when we could literally do no wrong. When the books finally closed for the year, Turner’s financial gurus calculated WCW’s total net income. For 1997, they concluded, its wrestling division had yielded – as expected – a distinctly profitable return... Of $824,000. To derive this figure, several questionable computations were used. Under the category of ‘licensing’, for example, TBS credited WCW with a total of $1.176 million in revenue – set against expenses of $1.127 million – resulting in a net profit line of $49,000. In other words, WCW’s financial statement indicated that the company had earned only $942 per week – in consideration of its total licensing efforts – across the entire financial year..." Listen to Beyond Nitro by @GuyEvansBooks on Audible for more! USA: audible.com/pd/B0GT6C2N3H/… UK: audible.co.uk/pd/B0GT68FGDP/… Canada: audible.ca/pd/B0GT6YW6BC/… Australia: audible.com.au/pd/B0GT72S26X/…
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WCWNitroBook
WCWNitroBook@WCWNitroBook·
"With the stated goal of presenting the most up-to-date roster ever included in a wrestling video game, the development team continued to toil until Monday, August 17 – the last day of programming. That night, Stevie Ray – formerly half of Harlem Heat with his brother, Booker T – joined the nWo on Nitro, causing a late change to the code. “He actually changed over to the nWo on our last day of programming,” remembered Sanders Keel, a pivotal former THQ producer, “but we couldn’t put him in the nWo or anything [in the game]. We just made it that his second costume was his nWo costume…we tried the best we could!” With the hype train now fully in motion, expectations for Revenge were growing in exponential terms. For one fan, evidently, the wait had quickly become unbearable. On Friday, August 28 – approximately a week-and-a-half after the Ultimate Warrior (now known as ‘Warrior’) had debuted in WCW – one of Warrior’s acolytes delivered a pointed message to the game’s producer..." Listen to Beyond Nitro by @GuyEvansBooks on Audible for more! USA: audible.com/pd/B0GT6C2N3H/… UK: audible.co.uk/pd/B0GT68FGDP/… Canada: audible.ca/pd/B0GT6YW6BC/… Australia: audible.com.au/pd/B0GT72S26X/…
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