Topic: Video games (Page 6)
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π Nuclear Gandhi
Nuclear Gandhi is an Internet meme and an urban legend about the video game Civilization. According to the legend, there was a bug in Civilization that eventually forced the pacifist leader Mahatma Gandhi to be extremely aggressive and to use nuclear weapons heavily.
The bug was first mentioned in 2012, two years after the release of Civilization V, and eventually became one of the most recognizable video game glitches; it has been used as an example of integer overflow in computer science and was included in other Civilization games as an easter egg.
In 2020, Sid Meier contradicted the urban legend, stating there had never been a bug of this sort in the original 1991 game. Nuclear Gandhi was first implemented in Civilization V (2010) as a joke.
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- "Nuclear Gandhi" | 2021-11-11 | 38 Upvotes 2 Comments
π Vectrex
The Vectrex is a vector display-based home video game console developed by Smith Engineering. It was first released for North America in November 1982 and for both Europe and Japan in 1983. Originally manufactured by General Computer Electronics, it was licensed to Milton Bradley after they acquired the company. Bandai released the system in Japan.
In contrast to other video game systems available at the time, the Vectrex uses a monochrome CRT monitor, capable of displaying vector graphics, without need to be hooked up to a television set. The control pad is mounted to the base of the console, and is detachable. Games came with color overlays to compensate for the monochrome screen. A number of peripherals were also produced, such as a pair of 3D goggles known as the "3D Imager", alongside a "light-pen" that allowed the player to draw on the screen. The system also comes with a built-in game, Mine Storm, playable if a cartridge is absent.
The console was originally conceived by John Ross, an employee at Smith Engineering, as far back as late 1980. Originally an idea to clear out excess inventory of 1-inch monitors, the console became Smith's first foray into the home game market. It was at first conceived as a handheld system, known as the "Mini Arcade". Once the prototype was completed, it was presented to General Computer, who agreed to publish the console. Initial sales of the system were strong, causing General Computer to be acquired by Milton Bradley. The Vectrex was a victim of the North American video game crash of 1983, and was discontinued shortly after Milton Bradley's acquisition by Hasbro.
Despite being a commercial failure, the Vectrex was highly praised for its software library, graphical capabilities and use of a built-in monitor; several publications labeled it one of the best home consoles available at the time. The Vectrex is considered the first video game console to have a 3D-based peripheral. In later years, the system gained a cult following, with many releasing homebrew software for it. A colorized handheld version of the Vectrex was conceived in the late 1980s. However, the success of the Nintendo Game Boy and manufacturing cost caused it to be shelved.
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- "Vectrex" | 2020-03-07 | 27 Upvotes 11 Comments
π Zachtronics
Zachtronics LLC is an American indie video game studio, best known for their engineering puzzle games and programming games. Zachtronics was founded by Zach Barth in 2000, who serves as its lead designer. Some of their products include SpaceChem, Infinifactory, TIS-100, and Shenzhen I/O.
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- "Zachtronics" | 2023-06-01 | 29 Upvotes 5 Comments
π Sokoban
Sokoban (εεΊ«ηͺ, SΕko-ban, lit.β'warehouse keeper') is a puzzle video game in which the player pushes boxes around in a warehouse, trying to get them to storage locations. The game was designed in 1981 by Hiroyuki Imabayashi, and first released in December 1982 for the PC-80, PC-88, and FM-7 computers.
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- "Sokoban" | 2024-08-29 | 20 Upvotes 10 Comments
π Music Macro Language
Music Macro Language (MML) is a music description language used in sequencing music on computer and video game systems.
π BBC Micro
The British Broadcasting Corporation Microcomputer System, or BBC Micro, is a series of microcomputers and associated peripherals designed and built by Acorn Computers in the 1980s for the BBC Computer Literacy Project. Designed with an emphasis on education, it was notable for its ruggedness, expandability, and the quality of its operating system. An accompanying 1982 television series, The Computer Programme, featuring Chris Serle learning to use the machine, was broadcast on BBC2.
After the Literacy Project's call for bids for a computer to accompany the TV programmes and literature, Acorn won the contract with the Proton, a successor of its Atom computer prototyped at short notice. Renamed the BBC Micro, the system was adopted by most schools in the United Kingdom, changing Acorn's fortunes. It was also successful as a home computer in the UK, despite its high cost. Acorn later employed the machine to simulate and develop the ARM architecture.
While nine models were eventually produced with the BBC brand, the phrase "BBC Micro" is usually used colloquially to refer to the first six (Model A, B, B+64, B+128, Master 128, and Master Compact); subsequent BBC models are considered part of Acorn's Archimedes series.
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- "BBC Micro" | 2023-10-07 | 12 Upvotes 11 Comments
π Human-based computation games
A human-based computation game or game with a purpose (GWAP) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way (gamification).
Luis von Ahn first proposed the idea of "human algorithm games", or games with a purpose (GWAPs), in order to harness human time and energy for addressing problems that computers cannot yet tackle on their own. He believes that human intellect is an important resource and contribution to the enhancement of computer processing and human computer interaction. He argues that games constitute a general mechanism for using brainpower to solve open computational problems. In this technique, human brains are compared to processors in a distributed system, each performing a small task of a massive computation. However, humans require an incentive to become part of a collective computation. Online games are used as a means to encourage participation in the process.
The tasks presented in these games are usually trivial for humans, but difficult for computers. These tasks include labeling images, transcribing ancient texts, common sense or human experience based activities, and more. Human-based computation games motivate people through entertainment rather than an interest in solving computation problems. This makes GWAPs more appealing to a larger audience. GWAPs can be used to help build the semantic web, annotate and classify collected data, crowdsource general knowledge, and improving other general computer processes. GWAPs have a vast range of applications in variety of areas such as security, computer vision, Internet accessibility, adult content filtering, and Internet search. In applications such as these, games with a purpose have lowered the cost of annotating data and increased the level of human participation.
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- "Human-based computation games" | 2015-11-26 | 20 Upvotes 1 Comments
π Computer
A computer is a machine that can be instructed to carry out sequences of arithmetic or logical operations automatically via computer programming. Modern computers have the ability to follow generalized sets of operations, called programs. These programs enable computers to perform an extremely wide range of tasks. A "complete" computer including the hardware, the operating system (main software), and peripheral equipment required and used for "full" operation can be referred to as a computer system. This term may as well be used for a group of computers that are connected and work together, in particular a computer network or computer cluster.
Computers are used as control systems for a wide variety of industrial and consumer devices. This includes simple special purpose devices like microwave ovens and remote controls, factory devices such as industrial robots and computer-aided design, and also general purpose devices like personal computers and mobile devices such as smartphones. The Internet is run on computers and it connects hundreds of millions of other computers and their users.
Early computers were only conceived as calculating devices. Since ancient times, simple manual devices like the abacus aided people in doing calculations. Early in the Industrial Revolution, some mechanical devices were built to automate long tedious tasks, such as guiding patterns for looms. More sophisticated electrical machines did specialized analog calculations in the early 20th century. The first digital electronic calculating machines were developed during World War II. The first semiconductor transistors in the late 1940s were followed by the silicon-based MOSFET (MOS transistor) and monolithic integrated circuit (IC) chip technologies in the late 1950s, leading to the microprocessor and the microcomputer revolution in the 1970s. The speed, power and versatility of computers have been increasing dramatically ever since then, with MOS transistor counts increasing at a rapid pace (as predicted by Moore's law), leading to the Digital Revolution during the late 20th to early 21st centuries.
Conventionally, a modern computer consists of at least one processing element, typically a central processing unit (CPU) in the form of a metal-oxide-semiconductor (MOS) microprocessor, along with some type of computer memory, typically MOS semiconductor memory chips. The processing element carries out arithmetic and logical operations, and a sequencing and control unit can change the order of operations in response to stored information. Peripheral devices include input devices (keyboards, mice, joystick, etc.), output devices (monitor screens, printers, etc.), and input/output devices that perform both functions (e.g., the 2000s-era touchscreen). Peripheral devices allow information to be retrieved from an external source and they enable the result of operations to be saved and retrieved.
π SimHealth: The National Health Care Simulation
SimHealth: The National Health Care Simulation is a management simulation video game, developed by Thinking Tools and published by Maxis with assistance from the Markle Foundation for MS-DOS in 1994. It is a simulation of the U.S. Healthcare system. The game was released during Congressional debates on the Clinton health care plan.
Due to the complexity of the game, SimHealth was seen as being very difficult. Armed with none of the tongue-in-cheek humor that Maxis's prior games were known for, the only real link to the franchise was the SimCity 2000-inspired user interface. The game was seen as more serious than other Maxis games. Noel Fritzinger, who with Lyman Orton first conceptualized CommunityViz, says that his inspiration came from seeing SimHealth and wondering if the same concepts could be applied to real-world land-use planning.
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- "SimHealth: The National Health Care Simulation" | 2016-05-28 | 13 Upvotes 5 Comments
π CD-i
The Compact Disc-Interactive (CD-I, later CD-i) is a digital optical disc data storage format that was mostly developed and marketed by Dutch company Philips. It was created as an extension of CDDA and CD-ROM and specified in the Green Book, co-developed by Philips and Sony, to combine audio, text and graphics. The two companies initially expected to impact the education/training, point of sale, and home entertainment industries, but CD-i eventually became best known for its video games.
CD-i media physically have the same dimensions as CD, but with up to 744Β MiB of digital data storage, including up to 72 minutes of full motion video. CD-i players were usually standalone boxes that connect to a standard television; some less common setups included integrated CD-i television sets and expansion modules for personal computers. Most players were created by Philips; the format was licensed by Philips and Microware for use by other manufacturers, notably Sony who released professional CD-i players under the "Intelligent Discman" brand. Unlike CD-ROM drives, CD-i players are complete computer systems centered around dedicated Motorola 68000-based microprocessors and its own operating system called CD-RTOS, which is an acronym for "Compact Disc β Real Time Operating System".
Media released on the format included video games and "edutainment" and multimedia reference titles, such as interactive encyclopedias and museum tours β which were popular before public Internet access was widespread β as well as business software. Philips's CD-i system also implemented Internet features, including subscriptions, web browsing, downloading, e-mail, and online play. Philips's aim with its players was to introduce interactive multimedia content for the general public by combining features of a CD player and game console, but at a lower price than a personal computer with a CD-ROM drive.
Authoring kits for the format were released first in 1988, and the first player aimed for home consumers, Philips's CDI 910/205, at the end of 1991, initially priced around US$1,000 (equivalent to $1,877 in 2019), and capable of playing interactive CD-i discs, Audio CDs, CD+G (CD+Graphics), Photo CDs and Video CDs (VCDs), though the latter required an optional "Digital Video Card" to provide MPEG-1 decoding. Initially marketed to consumers as "home entertainment systems", and in later years as a "gaming platform", CD-i did not manage to find enough success in the market, and was mostly abandoned by Philips in 1996. The format continued to be supported for licensees for a few more years after.
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- "CD-i" | 2021-01-01 | 13 Upvotes 5 Comments