Topic: Video games
You are looking at all articles with the topic "Video games". We found 59 matches.
Hint:
To view all topics, click here. Too see the most popular topics, click here instead.
Kkrieger – A 96KB first person shooter
.kkrieger (from Krieger, German for warrior) is a first-person shooter video game created by German demogroup .theprodukkt (a former subdivision of Farbrausch), which won first place in the 96k game competition at Breakpoint in April 2004. The game remains a beta version as of 2019.
Discussed on
- ".kkrieger" | 2023-04-21 | 33 Upvotes 2 Comments
- ".kkrieger" | 2020-12-10 | 32 Upvotes 2 Comments
- "Kkrieger – A 96KB first person shooter" | 2017-05-24 | 227 Upvotes 75 Comments
1K ZX Chess
1K ZX Chess is a 1982 chess program for the unexpanded Sinclair ZX81.
Discussed on
- "1K ZX Chess" | 2021-04-26 | 14 Upvotes 2 Comments
- "1K ZX Chess" | 2018-09-04 | 43 Upvotes 22 Comments
42 (school)
42 is a private, nonprofit and tuition-free computer programming school created and funded by French billionaire Xavier Niel (founder of the telecommunication company Illiad) with several partners including Nicolas Sadirac (previous director-general of the Epitech school in France), Kwame Yamgnane and Florian Bucher (former executives of Epitech). The school was first opened in Paris in 2013.
Out of more than 80,000 candidates in France, 3,000 were selected to complete a four-week intensive computer programming bootcamp called piscine (swimming-pool). Any person older than 18 can register for the piscine after completing the logical reasoning tests on the website.
The school does not have any professors, and is open 24/7. The training is inspired by new modern ways to teach which include peer-to-peer pedagogy and project-based learning. The School has been endorsed by many high-profile people in Silicon Valley including Evan Spiegel the co-founder and CEO of Snapchat, Keyvon Beykpour the co-founder and CEO of Periscope, Stewart Butterfield the co-founder and CEO of Slack, Brian Chesky the co-founder and CEO of Airbnb, Tony Fadell the founder and CEO of Nest Labs, Jack Dorsey the co-Founder and CEO of Twitter, Paul Graham, venture capitalist and co-Founder of Y Combinator, Bill Gurley venture capitalist and general partner at Benchmark.
The school is a non-profit organization and is entirely free, being funded by billionaire Xavier Niel with hundreds of millions of dollars. All the intellectual property belongs to the students. 42 Silicon Valley is the American campus of 42 chartered as a public-benefit nonprofit corporation in the State of California and has been created and funded by the same team from France, in addition to a new partner, the chief operating officer of the American school and former 42 Paris student Brittany Bir. 42 Silicon Valley opened in summer 2016 in Fremont, California in the San Francisco Bay Area.
42's name is a reference to the science fiction book The Hitchhiker's Guide to the Galaxy written by British author Douglas Adams: in the book 42 is the Answer to the Ultimate Question of Life, the Universe, and Everything.
In addition to the two official campuses in Paris, France and Fremont, California, the school model was adopted in Lyon, Reims, and Mulhouse, France, as well as in Romania, South Africa, Ukraine, Bulgaria, Moldova, Belgium, Russia, Morocco, the Netherlands, Indonesia, and Finland with the help and support of 42.
Discussed on
- "42 (school)" | 2018-10-21 | 180 Upvotes 150 Comments
4X
4X is a genre of strategy-based video and board games in which players control an empire and "eXplore, eXpand, eXploit, and eXterminate". The term was coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World. Since then, others have adopted the term to describe games of similar scope and design.
4X computer games are noted for their deep, complex gameplay. Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Games can take a long time to complete since the amount of micromanagement needed to sustain an empire increases as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement, with varying degrees of success.
The earliest 4X games borrowed ideas from board games and 1970s text-based computer games. The first 4X computer games were turn-based, but real-time 4X games are not uncommon. Many 4X computer games were published in the mid-1990s, but were later outsold by other types of strategy games. Sid Meier's Civilization is an important example from this formative era, and popularized the level of detail that later became a staple of the genre. In the new millennium, several 4X releases have become critically and commercially successful.
In the board (and card) game domain, 4X is less of a distinct genre, in part because of the practical constraints of components and playing time. The Civilization board game that gave rise to Sid Meier's Civilization computer game, for instance, has no exploration and no extermination. Unless extermination is targeted at non-player entities, it tends to be either nearly impossible (because of play balance mechanisms, since player elimination is usually considered an undesirable feature) or certainly unachievable (because victory conditions are triggered before extermination can be completed) in board games.
Discussed on
- "4X" | 2019-02-03 | 124 Upvotes 25 Comments
Apple Pippin (1996)
The Apple Pippin is a defunct open multimedia technology platform, designed by Apple Computer, and marketed as PiPP!N. According to Apple, Pippin was directed at the home market as "an integral part of the consumer audiovisual, stereo, and television environment."
Pippin is based on the Apple Macintosh platform, including the classic Mac OS architecture. Apple built a demonstration device based on Pippin called "Pippin Power Player," and used it to demonstrate the platform at trade shows and to the media, in order to attract potential software developers and hardware manufacturers. Apple licensed the Pippin technology to third-party companies. Bandai Company Ltd. developed the ATMARK and @WORLD models, and focused them on the gaming and entertainment business in Japan and the United States. Katz Media developed the KMP 2000, and focused it on vertical markets throughout Europe and Canada.
Discussed on
- "Apple Pippin (1996)" | 2018-03-31 | 68 Upvotes 29 Comments
Atari Transputer Workstation
- "ABAQ" redirects here. ABAQ is also the callsign for TV station ABQ in Alpha, Queensland.
The Atari Transputer Workstation (also known as ATW-800, or simply ATW) is a workstation class computer released by Atari Corporation in the late 1980s, based on the INMOS transputer. It was introduced in 1987 as the Abaq, but the name was changed before sales began. Sales were almost non-existent, and the product was canceled after only a few hundred units had been produced.
Discussed on
- "Atari Transputer Workstation" | 2016-11-19 | 63 Upvotes 28 Comments
Battle Chess
Battle Chess is a computer game version of chess in which the chess pieces come to life and battle one another when capturing. It was originally developed and released by Interplay Entertainment for the Amiga in 1988 and subsequently on many other systems, including 3DO Interactive Multiplayer, Acorn Archimedes, Amiga CD32, Amiga CDTV, Apple IIGS, Apple IIe, Atari ST, Commodore 64, MS-DOS, FM Towns, NES, Mac OS, NEC PC-9801, X68000 and Microsoft Windows. In 1991, Battle Chess Enhanced was released by Interplay for the PC, featuring improved VGA graphics and a symphonic musical score that played from the CD-ROM.
Battle Chess was critically acclaimed and commercially successful, resulting in two official follow-ups as well as several inspired games. Its remake, Battle Chess: Game of Kings, was released on Steam on December 11, 2015.
Discussed on
- "Battle Chess" | 2019-11-24 | 132 Upvotes 90 Comments
Black Mirror: Bandersnatch
Black Mirror: Bandersnatch is a 2018 interactive film in the science fiction anthology series Black Mirror. It was written by series creator Charlie Brooker and directed by David Slade. Netflix released the standalone film on 28 December 2018.
In Bandersnatch, viewers make decisions for the main character, the young programmer Stefan Butler (Fionn Whitehead), who is adapting a fantasy choose-your-own-adventure novel into a video game in 1984. Other characters include Mohan Thakur (Asim Chaudhry) and Colin Ritman (Will Poulter), both of whom work at a video game company, Butler's father, Peter (Craig Parkinson), and Butler's therapist, Dr. Haynes (Alice Lowe). The film is based on a planned Imagine Software video game of the same name which went unreleased after the company filed for bankruptcy. It also alludes to Lewis Carroll's own works that feature the bandersnatch creature. A piece of science fiction and horror, Bandersnatch incorporates meta-commentary and rumination on free will.
Brooker and executive producer Annabel Jones were approached by Netflix about making an interactive film in May 2017, during which time Netflix had several interactive projects for children underway. Difficulty in writing the highly non-linear script led to the creation of a bespoke program called Branch Manager for Netflix; the unique nature of the content required adaptations in the platform's use of cache memory. Filming and production took longer than for typical Black Mirror episodes, resulting in the show's fifth series being delayed. A quickly-deleted tweet from a Netflix account about the release of Bandersnatch led to widespread media speculation throughout December which Netflix declined to comment on. The trailer for Bandersnatch was released on 27 December 2018, a day before the film was released. Critical reception for the film was generally positive, though some found the interactive nature to be too gimmicky for a proper Black Mirror narrative. In 2019, the episode won two Emmy Awards, including the Outstanding Television Movie award.
Discussed on
- "Black Mirror: Bandersnatch" | 2018-12-29 | 10 Upvotes 5 Comments
Zelda Games on the Philips CD-i
Link: The Faces of Evil, Zelda: The Wand of Gamelon and Zelda's Adventure are action-adventure games produced by Philips for their CD-i format as part of Nintendo's The Legend of Zelda video game series. Not designed for Nintendo platforms, the games owe their existence to negotiations related to Nintendo's decision not to have Philips create a CD add-on to the Super NES. During these negotiations, Philips secured the rights to use Nintendo characters in CD-i third-party developer games. The Faces of Evil and The Wand of Gamelon were developed by Animation Magic and were both released in North America on October 10, 1993, and Zelda's Adventure was developed by Viridis and was released in North America on June 5, 1994. The games were given little funding or development time, and Nintendo provided only cursory input. None of the games are canonical to the Zelda franchise.
CD-i players did not sell well and the games saw relatively small sales figures. Though the games initially received largely positive reviews, they have been universally criticized since the mid-2000s. This is attributed to the reaction of many gamers to the obscure games' full motion video cutscenes when they first became widely available through video-sharing websites such as YouTube. The cutscenes are perceived to be of poor quality. Because the aging early 1990s visual effects of the titles failed to live up to the graphic effects of the 2000s, and because for many fans this was their first experience of the games, the CD-i Zelda titles have developed a critical reputation as particularly poor based largely on animation quality and to an extent awkward controls. In the eyes of "devout" hardcore gamers, according to Edge, the games are now considered "tantamount to blasphemy".
Faces of Evil and Wand of Gamelon are played using the side-scrolling view introduced in Zelda II: The Adventure of Link, while Zelda's Adventure has a top-down view reminiscent of the original The Legend of Zelda. All the CD-i Zelda games begin with animated FMVs to illustrate the capabilities of the CD-ROM format, save Zelda's Adventure, which begins with a live-action video.
Discussed on
- "Zelda Games on the Philips CD-i" | 2019-09-20 | 38 Upvotes 51 Comments
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.