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		<id>https://bokforingenonline.se/index.php?title=What_Is_A_Game&amp;diff=124436</id>
		<title>What Is A Game</title>
		<link rel="alternate" type="text/html" href="https://bokforingenonline.se/index.php?title=What_Is_A_Game&amp;diff=124436"/>
		<updated>2019-08-10T09:24:35Z</updated>

		<summary type="html">&lt;p&gt;SimoneTomholt05: &lt;/p&gt;
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&lt;div&gt;We probably all have a pretty good intuitive notion of what a game is. The general term &amp;quot;game&amp;quot; encompasses board games like chess and Monopoly, card games like poker and blackjack, casino games like roulette and slot machines, military war games, computer games, various kinds of play among children, and the list goes on. In academia we sometimes speak of game theory, in which multiple agents select strategies and tactics in order to maximize their gains within the framework of a well-defined set of game rules. When used in the context of console or computer-based entertainment, the word &amp;quot;game&amp;quot; usually conjures images of a three-dimensional virtual world featuring a humanoid, animal or vehicle as the main character under player control. (Or for the old geezers among us, perhaps it brings to mind images of two-dimensional classics like Pong, Pac-Man, or Donkey Kong.) In his excellent book, A Theory of Fun for Game Design, Raph Koster defines a game to be an interactive experience that provides the player with an increasingly challenging sequence of patterns which he or she learns and eventually masters. Koster's asser-tion is that the activities of learning and mastering are at the heart of what we call &amp;quot;fun,&amp;quot; just as a joke becomes funny at the moment we &amp;quot;get it&amp;quot; by recognizing the pattern.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Video Games as Soft Real-Time Simulations&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Most two- and three-dimensional video games are examples of what computer scientists would call soft real-time interactive agent-based computer simulations. Let's break this phrase down in order to better understand what it means. In most video games, some subset of the real world -or an imaginary world- is modeled mathematically so that it can be manipulated by a computer. The model is an approximation to and a simplification of reality (even if it's an imaginary reality), because it is clearly impractical to include every detail down to the level of atoms or quarks. Hence, the mathematical model is a simulation of the real or imagined game world. Approximation and simplification are two of the game developer's most powerful tools. When used skillfully, even a greatly simplified model can sometimes be almost indistinguishable from reality and a lot more fun.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;An agent-based simulation is one in which a number of distinct entities known as &amp;quot;agents&amp;quot; interact. This fits the description of most three-dimensional computer games very well, where the agents are vehicles, characters, fireballs, power dots and so on. Given the agent-based nature of most games, it should come as no surprise that most games nowadays are implemented in an object-oriented, or at least loosely object-based, programming language.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All interactive video games are temporal simulations, meaning that the vir- tual game world model is dynamic-the state of the game world changes over time as the game's events and story unfold. A video game must also respond to unpredictable inputs from its human player(s)-thus interactive temporal simulations. Finally, most video games present their stories and respond to player input in real time, making them interactive real-time simulations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One notable exception is in the category of turn-based games like computerized chess or non-real-time strategy games. But even these types of games usually provide the user with some form of real-time graphical user interface.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What Is a Game Engine?&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The term &amp;quot;game engine&amp;quot; arose in the mid-1990s in reference to first-person shooter (FPS) games like the insanely popular Doom by id Software. Doom was architected with a reasonably well-defined separation between its core software components (such as the three-dimensional graphics rendering system, the collision detection system or the audio system) and the art assets, game worlds and rules of play that comprised the player's gaming experience. The value of this separation became evident as developers began licensing games and retooling them into new products by creating new art, world layouts, weapons, characters, vehicles and game rules with only minimal changes to the &amp;quot;engine&amp;quot; software. This marked the birth of the &amp;quot;mod community&amp;quot;-a group of individual gamers and small independent studios that built new games by modifying existing games, using free toolkits pro- vided by the original developers. Towards the end of the 1990s, some games like Quake III Arena and Unreal were designed with reuse and &amp;quot;modding&amp;quot; in mind. Engines were made highly customizable via scripting languages like id's Quake C, and engine licensing began to be a viable secondary revenue stream for the developers who created them. Today, game developers can license a game engine and reuse significant portions of its key software components in order to build games. While this practice still involves considerable investment in custom software engineering, it can be much more economical than developing all of the core engine components in-house. The line between a game and its engine is often blurry.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some engines make a reasonably clear distinction, while others make almost no attempt to separate the two. In one game, the rendering code might &amp;quot;know&amp;quot; specifi-cally how to draw an orc. In another game, the rendering engine might provide general-purpose material and shading facilities, and &amp;quot;orc-ness&amp;quot; might be defined entirely in data. No studio makes a perfectly clear separation between the game and the engine, which is understandable considering that the definitions of these two components often shift as the game's design solidifies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Arguably a data-driven architecture is what differentiates a game engine from a piece of software that is a game but not an engine. When a game contains hard-coded logic or game rules, or employs special-case code to render specific types of game objects, it becomes difficult or impossible to reuse that software to make a different game. We should probably reserve the term &amp;quot;game engine&amp;quot; for software that is extensible and can be used as the foundation for many different games without major modification.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Clearly this is not a black-and-white distinction. We can think of a gamut of reusability onto which every engine falls. One would think that a game engine could be something akin to Apple QuickTime or Microsoft Windows Media Player-a general-purpose piece of software capable of playing virtually any game content imaginable. However, this ideal has not yet been achieved (and may never be). Most game engines are carefully crafted and fine-tuned to run a particular game on a particular hardware platform. And even the most general-purpose multiplatform engines are really only suitable for building games in one particular genre, such as first-person shooters or racing games. It's safe to say that the more general-purpose a game engine or middleware component is, the less optimal it is for running a particular game on a particular platform.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This phenomenon occurs because designing any efficient piece of software invariably entails making trade-offs, and those trade-offs are based on assumptions about how the software will be used and/or about the target hardware on which it will run. For example, a rendering engine that was designed to handle intimate indoor environments probably won't be very good at rendering vast outdoor environments. The indoor engine might use a binary space partitioning (BSP) tree or portal system to ensure that no geometry is drawn that is being occluded by walls or objects that are closer to the camera. The outdoor engine, on the other hand, might use a less-exact occlusion mechanism, or none at all, but it probably makes aggressive use of level-of-detail (LOD) techniques to ensure that distant objects are rendered with a minimum number of triangles, while using high-resolution triangle meshes for geome-try that is close to the camera.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The advent of ever-faster computer hardware and specialized graphics cards, along with ever-more-efficient rendering algorithms and data structures, is beginning to soften the differences between the graphics engines of different genres. It is now possible to use a first-person shooter engine to build a real-time strategy game, for example. However, the trade-off between generality and optimality still exists. A game can always be made more impressive by fine-tuning the engine to the specific requirements and constraints of a particular game and/or hardware platform.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Engine Differences Across Genres&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game engines are typically somewhat genre specific. An engine designed for a two-person fighting game in a boxing ring will be very different from a massively multiplayer online game (MMOG) engine or a first-person shooter (FPS) engine or a real-time strategy (RTS) engine. However, there is also a great deal of overlap-all 3D games, regardless of genre, require some form of low-level user input from the joypad, keyboard and/or mouse, some form of 3D mesh rendering, some form of heads-up display (HUD) including text rendering in a variety of fonts, a powerful audio system, and the list goes on. So while the Unreal Engine, for example, was designed for first-person shooter games, it has been used successfully to construct games in a number of other genres as well, including simulator games, like Farming Simulator 15 ( FS 15 mods ) and the wildly popular third-person shooter franchise Gears of War by Epic Games and the smash hits Batman: Arkham Asylum and Batman: Arkham City by Rocksteady Studios.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you have almost any concerns concerning in which along with how to employ [https://Medium.com/@asphalthack/asphalt-8-airborne-hack-get-asphalt-8-hack-tool-6ad05efa875e asphalt 8 xtreme hack tool], you possibly can e-mail us at our internet site.&lt;/div&gt;</summary>
		<author><name>SimoneTomholt05</name></author>
		
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	<entry>
		<id>https://bokforingenonline.se/index.php?title=Poker_Is_One_Of_The_Video_Games_You_Would_Like_To_Play-_A_Game_Of_Good_Luck_Enjoyment_Thrill_And_Sweet_Success&amp;diff=121899</id>
		<title>Poker Is One Of The Video Games You Would Like To Play- A Game Of Good Luck Enjoyment Thrill And Sweet Success</title>
		<link rel="alternate" type="text/html" href="https://bokforingenonline.se/index.php?title=Poker_Is_One_Of_The_Video_Games_You_Would_Like_To_Play-_A_Game_Of_Good_Luck_Enjoyment_Thrill_And_Sweet_Success&amp;diff=121899"/>
		<updated>2019-08-09T11:10:48Z</updated>

		<summary type="html">&lt;p&gt;SimoneTomholt05: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Poker is one of the video games you would like to play- a game of good luck, enjoyment, thrill and sweet success ... an enjoyable form of gaming.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Among all competing video games, online poker is one of one of the most preferred. The players in this game are having cards which are hidden as well as they make wagers on a supposed &amp;quot;central pot&amp;quot; which is eventually granted to the player that has the very best mix cards or that player who makes an uncalled bet. In gambling enterprises, it is called as &amp;quot;video poker&amp;quot; because it comes like a slots which is played by one gamer.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are different varieties of casino poker but the most usual pattern shared by these variants is:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Amongst the players, there is a rotation of the right to deal as well as it is marked by a token additionally called the dealership. Your house dealer holds the cards for  If you liked this post in addition to you desire to obtain more information with regards to [https://Medium.com/@asphalthack/asphalt-8-airborne-hack-get-asphalt-8-hack-tool-6ad05efa875e Asphalt 8 Xtreme hack Tool] generously check out our own internet site. every hand while the button which comes as a white plastic disk is being revolved in a clockwise way for the players in order to know the order of betting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A gamer or even more needs to make bets to earn a beginning risk that would certainly be objected to by the players. On the various other hand, the card would certainly be mixed by the dealer as well as do some cuts and one after a time, cards are dealt to the gamers. Several betting rounds begin after the starting bargain. As rounds go on, hands are develop, this takes place from the players' dealing of additional cards or if not replacing cards that were previously dealt. Each round surfaces by gathering all handle the main pot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When a gamer makes a wager at any type of betting round, opponents need to do three things: fold, phone call or raising. The offer immediately dies if no challengers match the wager of one player. The following offer begins right after the awarding of the pot to the gambler. This does not require one to reveal any type of cards. Bluffing butts in. read more might win without showing a hand. As a fundamental function of poker, it figure out this game from various other competing games.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When one gamer continues to be at the end of the last wagering round, a showdown takes place.&amp;lt;br&amp;gt;This is when players unwind their hidden cards in previous rounds and do analysis. When one player has the most effective hand inning accordance with the casino poker kind being played- goes residence with the bacon.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is certainly a game to try out as well as decipher your luck on the cards. It is fun to bet by this indicates.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;website as a form of gambling&lt;/div&gt;</summary>
		<author><name>SimoneTomholt05</name></author>
		
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	<entry>
		<id>https://bokforingenonline.se/index.php?title=Top_Ten_Classic_Video_Games&amp;diff=97596</id>
		<title>Top Ten Classic Video Games</title>
		<link rel="alternate" type="text/html" href="https://bokforingenonline.se/index.php?title=Top_Ten_Classic_Video_Games&amp;diff=97596"/>
		<updated>2019-08-05T07:39:52Z</updated>

		<summary type="html">&lt;p&gt;SimoneTomholt05: &lt;/p&gt;
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&lt;div&gt;10. Pong &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origins: Pong was based on a game called 'Tennis for Two' which was a simulation of a game of tennis on an oscilloscope. Physicist William Higinbotham, the designer, goes down in history as creating one of the first electronic games to use a graphical display.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Concept: The game is intended to represent a game of Tennis or Table Tennis (Ping Pong). Each player has a bat; the bat can be moved vertically. The screen has two horizontal lines on the top and bottom of the screen. A ball is 'served' and moves towards one player - that player must move the bat so that the ball hits it. The ball rebounds and moves back the other way. Depending on where the ball hits the bat, the ball will move in different directions - should it hit one of the top or bottom lines, then it will bounce off. The idea is simply to make the other player miss the ball - thus scoring a point.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game play: while it sounds utterly boring, the game play is actually very addictive. It is easy to play but very difficult to master, especially with faster ball speeds, and more acute angles of 'bounce'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: for me this is the father of video games. Without Pong you probably wouldn't have video games - it started the craze that would continue grow and become a multi-billion dollar industry. I will always remember this game!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;9. Frogger &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origins: this game was developed by Konami in 1981, and was the first game to introduce me to Sega. At the time it was very novel and introduced a new style of game.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Concept: Easy - you want to walk from one side of the road to the other. Wait a minute - there's a lot of traffic; I better dodge the traffic. Phew Made it - hang on, who put that river there. Better jump on those turtles and logs and get to the other side - hang on that's a crocodile! AHHH! It sounds easy - the cars and logs are in horizontal rows, and the direction they move, the number of logs and cars, and the speed can vary. You have to move you frog up, down left and right, avoiding the cars, jumping on logs and avoiding nasty creatures and get home - do this several times and you move to the next level.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game Play: Yet another simple concept that is amazingly addictive. This game relies on timing; you find yourself dinking in and out of traffic, and sometimes going nowhere. The graphics are poor, the sound is terrible, but the adrenalin really pumps as you try to avoid that very fast car, or the snake that is hunting you down!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: I love this game for many reasons. I played it for a long time, but never really became an expert - however, it was the first ever game I managed to reproduce using Basic on my ZX81 - I even sold about 50 copies in Germany!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;8. Space Invaders&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origins: Tomohiro Nishikada, the designer of Space Invaders was inspired by Star Wars and War of the Worlds. He produced on of the first shooting video games and drew heavily from the playability of Breakout.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Concept: aliens are invading the Earth in 'blocks' by moving down the screen gradually. As the intrepid savior of the Earth it's your task to use your solitary laser cannon, by moving horizontally, and zapping those dastardly aliens out of the sky. Luckily, you have four bases to hide behind - these eventually disintegrate, but they provide some protection from the alien's missiles.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game Play: this is a very repetitive game, but highly addictive. Each wave starts a little closer to you, and moves a little fast - so every new wave is a harder challenge. The game involved a fair amount of strategy as well as good hand eye co-ordination.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: I wasted a lot of time playing this game. While originally simply green aliens attacked, some clever geek added color strips to the screen and the aliens magically changed color the lower they got - that was about as high tech as it got back in the days of monochrome video games!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;7. Galaxians&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origins: Galaxians expanded on the Space Invaders theme by having aliens swoop down on the defender. It was one of the first games to have colored sprites.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Concept: Take Space Invaders, add some color, remove the bases and make some of the aliens swoop down at you and you have Galaxians. Essentially the concept is the same as Space Invaders, you're defending the world against alien invaders, but rather than the whole screen full of aliens moving down at you in a nice orderly fashion, you get groups of aliens swooping down in haphazard ways.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game play: if you liked Space Invaders then you'll love this. The strategies are different, as you often have to avoid two or three different groups of alien 'swoopers' but if you can shoot them as they swoop, then you get some great bonus points. The game is difficult until you get used to some of the patterns&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: this was one of the first games that I played on a desktop computer that was almost exactly like the arcade fame. I had an old Acorn Electron, and this game was almost perfect on this little machine. I miss my old Acorn Electron!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;6. Defender&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origins: This game was created by Williams Electronics in 1980. The Game was designed by Eugen Jarvis, Sam Dicker, Paul Dussault and SLarry DeMar. It was one of the first games to feature complex controls, with five buttons and a joystick. While slow to catch on due to its difficulty, it still was a popular game.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Concept: Most of the shoot-em-up games of the era were horizontal shote-em-ups. This game changed the playing field by being a vertical shooter. Yet again aliens are intent of doing nasty things to earth - this time they are trying kidnap 10 humans. You are in charge of the sole defender and must kill the aliens before they kidnap the humans. You fly over a 'landscape' and can see your humans mulling around on the surface. The aliens appear and drop towards the humans - you can kill them at this point, but should they grab an alien, you must shoot the alien, and catch the human before the alien reaches the top of the screen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game play: This was a great game that was easy to play but tough to master. Shooting the aliens and catching the humans gave the best bonuses, and this formed a major part of the strategy. There were some different type of aliens that chased you making the game a lot more hectic than others; often it was just a relief to finish a level. While not as addictive as some, it did give a feeling of achievement when you reached a high score.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: I went on vacation with a friend for a week and we spent the entire week in the arcade playing this game and the number one game on my list (I won't reveal the name now!). It was one of the best memories of my teen years!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5. Missile Command&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origins: In July 1980, Atari published a revolutionary game. It didn't have a joystick, but had a ball that controlled an on screen cursor. It was programmed by Dave Theurer and licensed to Sega.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Concept: Those pesky aliens are getting smarter. Rather than sending space ships down to fight, they're hiding in deep space and sending a bunch of missiles to blow up the Earth's cities. This game was unique as it use a 'round' joystick. You used this to move to a point on the screen and then fire a missile into this spot - the culminating explosion would destroy any missiles that hit the 'cloud'. The missiles were essentially lines that moved down from the top of the screen at varying angles and speeds - some of them would split into multiple 'missiles' half way down.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game play: this is a very strategic game. Placing your bombs in the right place and timing them right could essentially clear the alien missiles quickly and easily. As the game move on you found yourself spinning the wheel frantically trying to get the bombs in the right place. This game was adrenalin pumping fun - sometimes you seemed to be up against impossible odds and yet you'd breath a sigh of relief when one city survived.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: this was one of the first games I played on a table top machine. While these didn't really catch on, it was still fun to be able to put a can of soda down while you played!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;4. Breakout&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origin: This game was heavily inspired by Pong. It was created in 1976 by Atari, with Nolan Busnell and Stew Bristow being the key designers. It's probably one of the most cloned games ever, even today there are new games based on the same theme coming out. Apparently the Apple II computer was inspired by this game - wow where would Steve Jobs be now without Breakout.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Concept: The idea is simple - you have a bat at the bottom of the screen that can move back and forth. Above you is a wall of bricks. A ball will move from your bat - every time it collides with a brick, the brick disappears and the ball bounce back at you. Your task is simple - stop the ball going off the bottom of the screen by placing your bat in the way and bouncing the ball back at the wall - you also have to remove all the bricks in the wall to progress to the next level!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game play: this is a fairly difficult game to master. As the bricks get lower each level and the ball speed increases, it becomes more and more difficult to 'break out'. Also, sometimes the angle that the ball comes off the bat is so acute that it is very difficult to judge where the ball will bounce! It's one of those games where you just keep on saying 'just one more game' and before you know it five hours have passed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: when I lived in Wales we had a little utility room that housed books and my little ZX Spectrum - I used to spend hours playing this game as my Father sat and studied. It was like a male bonding session!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3. Hang On &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origin: This game was released in 1985 and was developed by Sega. It was one of the first '3D' racing games and one of the first to introduce a 'realistic' aid to playing the game - that it a larger replica motorcycle style cabinet, with speedo, brakes and a throttle. This game became the benchmark for future racing games and lead to the highly praised Out Run series. The game cleverly used 'billboards' and trees to give you the feel that you were moving at high speed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Concept: You are a motorcycle racer - you sit on top of a bike and have to race around a 3d race track, overtaking other riders and reaching certain checkpoints within a time limit. The game featuring different places and conditions (such as night).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game play: Yet another easy game to play but very difficult to master. Timing the turns was essential, especially if other bikers got in the way. Each slight touch of another bike, or crash into a barrier slowed you down and made it harder to reach the checkpoint in time. The awesome graphics (for the time) made this game pleasurable to play as you really felt you were in a race. It is another game that kept you coming back for more.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: As a kid I always wanted a real motorbike, so this gave me a feeling that I actually had one. I was very good at this game (an d Pole Position) and constantly had my name on the high score table - it's perhaps the only game I could truly say I was a master.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2. Pacman &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origin: Developed by Toru Iwatani, and programmed by Hideyuki Moakajima San, this game came out in mid 1980. The name is derived from a phrase that relates to the sound when your mouth opens and closes (allegedly). Namco produced the game, but it really took off in America when Midway released it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Concept: You are Pacman and you are very hungry. You find a maze full of 'dots' and zip around eating them. Unfortunately there's some ghosts who aren't too happy about this and they will chase you and eat you - but hey, there's some really big dots that give you the power to banish the ghosts back to their central cage. The maze is complex, filling up the whole screen, but there are no dead ends - there's also a passage way between each side of the screen. In the center, is the cage that holds the ghosts - occasionally bonus fruit appear next to the cage. You essentially have to eat all the dots in order to progress.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game play: This is a simple concept, but with pretty decent graphics and an addictive tune it became a huge success. There is a lot of strategy to the game - each ghost follows a set pattern (although eventually they'll forget this and follow you) - in fact there are books dedicated on the best route to avoiding the ghosts. The game gets harder as you go, with the ghosts speeding up and getting smarter.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Nostalgia: there's something about the music in this game that is just so catching -even as I write it I can hear it in my mind. It's one of the first games that I can remember using music as a major selling point. I wasted many hours playing this game, and although I was never great I always had fun trying to devise new routes. It is also probably my most successful programming achievement - I designed a version of this for the Acorn Atom and I actually sold a couple of hundred copies (again in Germany) - I am proud that as a twelve year old, I was able to use logic and programming skills and make some money doing it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1. Asteroids&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Origin: It's truly amazing to think that this game was first released in 1979 - I've been playing it for 30 years now! Developed by Atari and designed by Lyle Rains and Ed Logg, the game cleverly used vector graphics and real inertia physics to convert a simple concept into a classic game.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Concept: Your little space ship has strayed into an asteroid belt. With the use of thrusters, a trusty laser cannon and a hyperspace unit, you must move your spaceship in all directions over the screen and avoid the asteroids. You can go anywhere on the screen and even going off the edge is OK - it just happens to be a wrap around universe. The asteroids come at you from all angles. Initially they are large, and are fairly slow. Once hit they split into smaller asteroids, and these smaller asteroids split again - the smaller the asteroid the faster it goes. Occasionally a nasty alien ship will appear and start firing at you - he'll occasionally hit the asteroids and split them. 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		<author><name>SimoneTomholt05</name></author>
		
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		<updated>2019-08-05T07:17:32Z</updated>

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		<author><name>SimoneTomholt05</name></author>
		
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		<title>Knowing About Gaming With Realtime</title>
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		<updated>2019-08-02T08:35:07Z</updated>

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