1.
Lunar Lander
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Lunar Lander is an arcade game released by Atari, Inc. in August 1979, which uses a vector monitor to display vector graphics. The game is a variant on the Lunar Lander concept, which dates back to 1969, the object of the Lunar Lander game is to pilot a lunar landing module to a safe touchdown on the moon. The vector-graphics generator of the game was the impetus for Ataris most successful coin-operated game. An Atari 8-bit family version of Lunar Lander was released by Adventure International in 1981, the objective of Lunar Lander is to pilot a lunar landing module as it prepares to touch down on the moon. The terrain is very jagged and has only a few flat areas appropriate for landing and these areas are highlighted with a flashing bonus multiplier, which is higher for smaller areas. If the player lands the module, he or she is awarded points based on how good the landing was. If he or she crashes, points are awarded based on the severity of the crash, in either case, the game starts another round with a different set of terrain and the players remaining fuel. The game is over when the player has run out of fuel, to pilot the lander, the player must counteract gravity by using the landers aft thrusters to slow its descent. The player uses a proportional throttle to adjust the strength of the thrusters, three buttons provide the ability to rotate the craft clockwise and counterclockwise, and to abort an approach by firing the thrusters at full strength for a short time. Each action uses up the limited fuel, and when fuel has run out. The player can purchase more fuel at any time during the game by depositing additional coins. The player can adjust the difficulty at any time during play
2.
Arcadespel
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An arcade game or coin-op is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are games, pinball machines, electro-mechanical games. While exact dates are debated, the age of arcade video games is usually defined as a period beginning sometime in the late 1970s. The old Midways of 1920s-era amusement parks provided the inspiration and atmosphere for later arcade games, in the 1930s the first coin-operated pinball machines emerged. These early amusement machines differed from their later electronic cousins in that they were made of wood and they lacked plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring-readouts. By around 1977 most pinball machines in production switched to using solid-state electronics both for operation and for scoring, another Sega 1969 release, Missile, a shooter and vehicle-combat simulation, featured electronic sound and a moving film strip to represent the targets on a projection screen. In 1970 Midway released the game in North America as S. A. M. I, in the course of the 1970s, following the release of Pong in 1972, electronic video-games gradually replaced electro-mechanical arcade games. In 1972, Sega released a game called Killer Shark. In 1974, Nintendo released Wild Gunman, a shooter that used full-motion video-projection from 16 mm film to display live-action cowboy opponents on the screen. The 1978 video game Space Invaders, however, dealt a yet more powerful blow to the popularity of electro-mechanical games, in 1971 students at Stanford University set up the Galaxy Game, a coin-operated version of the Spacewar video game. This ranks as the earliest known instance of a video game. Later in the year, Nolan Bushnell created the first mass-manufactured game, Computer Space. In 1972, Atari was formed by Nolan Bushnell and Ted Dabney, Atari essentially created the coin-operated video game industry with the game Pong, the first successful electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledgling coin-operated video game market, taitos Space Invaders, in 1978, proved to be the first blockbuster arcade video game. Its success marked the beginning of the age of arcade video games. Space Invaders, Galaxian, Pac-Man, Battlezone, Defender, by 1981, the arcade video game industry was worth $8 billion. By the late 1980s, the video game craze was beginning to fade due to advances in home video game console technology. By 1991, US arcade video game revenues had fallen to $2.1 billion, the pseudo-3D sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s
3.
Nexuiz
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Nexuiz is a free first-person shooter video game developed and published by Alientrap. The game and its media are released under the GNU General Public License and uses the DarkPlaces engine, a remake, also called Nexuiz, has been released for Steam and Xbox 360 using CryEngine 3. The original game was released on May 31,2005, Nexuiz is a first-person shooter game, heavily inspired by the original Quake games, running on a modified Quake engine known as the DarkPlaces engine. It includes thirteen weapons,24 official maps and over 240 community created maps, the graphics in Nexuiz use coronas, the bloom shader effect, Realtime World and Dynamic Lighting and shadowing, shaders, offset mapping, and High dynamic range rendering. All these effects can be turned off to make the run on older hardware. Nexuiz is primarily multiplayer, and allows for hosting and joining of games and it can also support new gametypes, or whole conversions quickly applied to it. Currently there are a few custom mods and maps used, Nexuiz development started as a Quake modification in the summer of 2001 by Lee Vermeulen. Soon afterward the project moved to the DarkPlaces engine created by Forest Hale, the original design called for a simple deathmatch project with a few levels and one character model to be released the next summer. After four years of development with no budget, Nexuiz 1.0 was released on May 31,2005, completely under the GNU GPL, and by the end of June had over a quarter million downloads. Development continued after the release, with 1.1 released soon after,1.5 released February 14,2006,2.0 released June 14,2006 and 2.1 September 9,2006. On February 29,2008, nearly three years after the release, version 2.4 was released and brought major improvements to both the GUI and the graphics engine. This includes all new GUI graphics elements, as well as reflective water, in October 2008, a call was made for more developers for Nexuiz by the main QuakeC developer, who identified organizational issues associated with a many user, one developer model. From mid-November 2008, a number of people expressed interest in continuing development of Nexuiz. On March 1,2010, it was revealed that Illfonic purchased the rights to the name Nexuiz, and a license to the source-code. On March 22,2010, the fork Xonotic of Nexuiz was announced, many of the core contributors and community members of Nexuiz moved to this new project as they felt that sale of the name Nexuiz mishandles the original project. On July 13,2010, Crytek announced that it had licensed the Cryengine 3 for Illfonics Nexuiz, in the September 2006 issue of the magazine PC Gamer, Nexuiz was included in an article on Internet developers and free games impacting the industry. It also featured on the March 2007 Maximum PC and was released on the May 2008, upon the release of version 2.5 in April 2009, Phoronix deemed the game to be the best open-source first person shooter we have ever played. GameStop locations across the US held an in-store Nexuiz PC gaming challenge, interactive kiosks were set up in 10 different stores in 8 US cities
4.
First-person shooter
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The first-person shooter shares common traits with other shooter games, which in turn fall under the heading action game. From the genres inception, advanced 3D or pseudo-3D graphics have challenged hardware development, the first-person shooter has since been traced as far back as Maze War, development of which began in 1973, and 1974s Spasim. 1998s Half-Life—along with its 2004 sequel Half-Life 2—enhanced the narrative and puzzle elements, in 1999, Half-Lifes mod Counter-Strike was released and, together with Doom, is perhaps one of the most influential first-person shooters. GoldenEye 007 was a landmark first-person shooter for home consoles, while the Halo series heightened the consoles commercial and critical appeal as a platform for first-person shooter titles. In the 21st century, the shooter is the most commercially viable video game genre. Several first-person shooters have been popular games for eSports and competitive gaming competitions as well, first-person shooters are a type of three-dimensional shooter game, featuring a first-person point of view with which the player sees the action through the eyes of the player character. They are unlike third-person shooters, in which the player can see the character they are controlling, the primary design element is combat, mainly involving firearms. A more important key difference is that first-person light-gun shooters like Virtua Cop often feature on-rails movement, the first-person shooter may be considered a distinct genre in itself, or a type of shooter game, in turn a subgenre of the wider action game genre. Following the release of Doom in 1993, games in this style were commonly termed Doom clones, in time this term has largely been replaced by first-person shooter. Wolfenstein 3D, released in 1992, the year before Doom, has credited with inventing the genre. There are occasional disagreements regarding the design elements which constitute a first-person shooter. For example, Deus Ex or BioShock may be considered as first-person shooters, some commentators extend the definition to include combat flight simulators where the cockpit or vehicle takes place of the hands and weapons. Like most shooter games, first-person shooters involve an avatar, one or more ranged weapons, and a varying number of enemies. Because they take place in a 3D environment, these tend to be somewhat more realistic than 2D shooter games. First-person shooters played on computers are most often controlled with a combination of a keyboard. This system has claimed as superior to that found in console games. It is common to display the characters hands and weaponry in the view, with a head-up display showing health. Often, it is possible to overlay a map of the surrounding area, first-person shooters often focus on action gameplay, with fast-paced and bloody firefights, though some place a greater emphasis on narrative, problem-solving and logic puzzles
5.
Elektronica
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Electronics is the science of controlling electrical energy electrically, in which the electrons have a fundamental role. Commonly, electronic devices contain circuitry consisting primarily or exclusively of active semiconductors supplemented with passive elements, the science of electronics is also considered to be a branch of physics and electrical engineering. The ability of electronic devices to act as switches makes digital information processing possible, until 1950 this field was called radio technology because its principal application was the design and theory of radio transmitters, receivers, and vacuum tubes. Today, most electronic devices use semiconductor components to perform electron control and this article focuses on engineering aspects of electronics. Components are generally intended to be connected together, usually by being soldered to a circuit board. Components may be packaged singly, or in more complex groups as integrated circuits, some common electronic components are capacitors, inductors, resistors, diodes, transistors, etc. Components are often categorized as active or passive, vacuum tubes were among the earliest electronic components. They were almost solely responsible for the revolution of the first half of the Twentieth Century. They took electronics from parlor tricks and gave us radio, television, phonographs, radar, long distance telephony and they played a leading role in the field of microwave and high power transmission as well as television receivers until the middle of the 1980s. Since that time, solid state devices have all but completely taken over, vacuum tubes are still used in some specialist applications such as high power RF amplifiers, cathode ray tubes, specialist audio equipment, guitar amplifiers and some microwave devices. The 608 contained more than 3,000 germanium transistors, thomas J. Watson Jr. ordered all future IBM products to use transistors in their design. From that time on transistors were almost exclusively used for computer logic, circuits and components can be divided into two groups, analog and digital. A particular device may consist of circuitry that has one or the other or a mix of the two types, most analog electronic appliances, such as radio receivers, are constructed from combinations of a few types of basic circuits. Analog circuits use a range of voltage or current as opposed to discrete levels as in digital circuits. The number of different analog circuits so far devised is huge, especially because a circuit can be defined as anything from a single component, analog circuits are sometimes called linear circuits although many non-linear effects are used in analog circuits such as mixers, modulators, etc. Good examples of analog circuits include vacuum tube and transistor amplifiers, one rarely finds modern circuits that are entirely analog. These days analog circuitry may use digital or even microprocessor techniques to improve performance and this type of circuit is usually called mixed signal rather than analog or digital. Sometimes it may be difficult to differentiate between analog and digital circuits as they have elements of both linear and non-linear operation, an example is the comparator which takes in a continuous range of voltage but only outputs one of two levels as in a digital circuit
6.
Spel
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A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is carried out for remuneration, and from art. However, the distinction is not clear-cut, and many games are considered to be work or art. Key components of games are goals, rules, challenge, games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, attested as early as 2600 BC, games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games, ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his Philosophical Investigations, Wittgenstein argued that the elements of games, such as play, rules, from this, Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances. A piece of entertainment is an if it is interactive. Movies and books are cited as examples of non-interactive entertainment, if no goals are associated with a plaything, it is a toy. If it has goals, a plaything is a challenge, if a challenge has no active agent against whom you compete, it is a puzzle, if there is one, it is a conflict. Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, however, if attacks are allowed, then the conflict qualifies as a game. Crawfords definition may thus be rendered as, an interactive, goal-oriented activity made for money, with agents to play against. A game is a system in which players engage in a conflict, defined by rules. A game is a form of art in which participants, termed players, according to this definition, some games that do not involve choices, such as Chutes and Ladders, Candy Land, and War are not technically games any more than a slot machine is. A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context, a game is a form of play with goals and structure. When you strip away the differences and the technological complexities, all games share four defining traits, a goal, rules, a feedback system. Games can be characterized by what the player does and this is often referred to as gameplay. Major key elements identified in this context are tools and rules that define the context of game
7.
Computer
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A computer is a device that can be instructed to carry out an arbitrary set of arithmetic or logical operations automatically. The ability of computers to follow a sequence of operations, called a program, such computers are used as control systems for a very wide variety of industrial and consumer devices. The Internet is run on computers and it millions of other computers. 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 speed, power, and versatility of computers has increased continuously and dramatically since then, conventionally, a modern computer consists of at least one processing element, typically a central processing unit, and some form of memory. The processing element carries out arithmetic and logical operations, and a sequencing, peripheral devices include input devices, output devices, and input/output devices that perform both functions. Peripheral devices allow information to be retrieved from an external source and this usage of the term referred to a person who carried out calculations or computations. The word continued with the same meaning until the middle of the 20th century, from the end of the 19th century the word began to take on its more familiar meaning, a machine that carries out computations. The Online Etymology Dictionary gives the first attested use of computer in the 1640s, one who calculates, the Online Etymology Dictionary states that the use of the term to mean calculating machine is from 1897. The Online Etymology Dictionary indicates that the use of the term. 1945 under this name, theoretical from 1937, as Turing machine, devices have been used to aid computation for thousands of years, mostly using one-to-one correspondence with fingers. The earliest counting device was probably a form of tally stick, later record keeping aids throughout the Fertile Crescent included calculi which represented counts of items, probably livestock or grains, sealed in hollow unbaked clay containers. The use of counting rods is one example, the abacus was initially used for arithmetic tasks. The Roman abacus was developed from used in Babylonia as early as 2400 BC. Since then, many forms of reckoning boards or tables have been invented. In a medieval European counting house, a checkered cloth would be placed on a table, the Antikythera mechanism is believed to be the earliest mechanical analog computer, according to Derek J. de Solla Price. It was designed to calculate astronomical positions and it was discovered in 1901 in the Antikythera wreck off the Greek island of Antikythera, between Kythera and Crete, and has been dated to circa 100 BC
8.
Spelcomputer
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A video game console is an electronic, digital or computer device that outputs a video signal or visual image to display a video game that one or more people can play. The term video game console is used to distinguish a console machine primarily designed for consumers to use for playing video games. An arcade machine consists of a video game computer, display, game controller, a home computer is a personal computer designed for home use for a variety of purposes, such as bookkeeping, accessing the Internet and playing video games. There are various types of game consoles, including home video game consoles, handheld game consoles, microconsoles. Although Ralph Baer had built working game consoles by 1966, it was nearly a decade before the Pong game made them commonplace in regular peoples living rooms. Through evolution over the 1990s and 2000s, game consoles have expanded to additional functions such as CD players, DVD players, Blu-ray disc players, web browsers, set-top boxes. The first video appeared in the 1960s. They were played on massive computers connected to vector displays, not analog televisions, Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of game console designs. In 1972, Magnavox released the Magnavox Odyssey, the first home game console which could be connected to a TV set. Magnavox replaced the switch design with separate cartridges for each game, by autumn 1975, Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled-down version that played only Pong and hockey, the Odyssey 100. A second, higher end console, the Odyssey 200, was released with the 100 and added on-screen scoring, up to four players, almost simultaneously released with Ataris own home Pong console through Sears, these consoles jump-started the consumer market. All three of the new consoles used simpler designs than the original Odyssey did with no board game pieces or extra cartridges, in the years that followed, the market saw many companies rushing similar consoles to market. Most of the consoles from this era were dedicated consoles playing only the games came with the console. These video game consoles were often just called video games, because there was reason to distinguish the two yet. While a few companies like Atari, Magnavox, and newcomer Coleco pushed the envelope, Fairchild released the Fairchild Video Entertainment System in 1976. The VES, however, contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions, RCA and Atari soon released their own cartridge-based consoles, the RCA Studio II and the Atari 2600, respectively. The first handheld console with interchangeable cartridges was the Microvision designed by Smith Engineering
9.
Personal digital assistant
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A personal digital assistant, also known as a handheld PC, or personal data assistant, is a mobile device that functions as a personal information manager. PDAs were largely discontinued in the early 2010s after the adoption of highly capable smartphones, in particular those based on iOS. Nearly all PDAs have the ability to connect to the Internet, a PDA has an electronic visual display, letting it include a web browser. All models also have audio capabilities, allowing usage as a media player. Most PDAs can access the Internet, intranets or extranets via Wi-Fi or Wireless Wide Area Networks, the first PDA was released in 1984 by Psion, the Organizer, followed by Psions Series 3, in 1991. The latter began to resemble the more familiar PDA style, including a full keyboard, the term PDA was first used on January 7,1992 by Apple Computer CEO John Sculley at the Consumer Electronics Show in Las Vegas, Nevada, referring to the Apple Newton. In 1994, IBM introduced the first PDA with full mobile phone functionality, the IBM Simon, then in 1996, Nokia introduced a PDA with full mobile phone functionality, the 9000 Communicator, which became the worlds best-selling PDA. The Communicator spawned a new category of PDAs, the PDA phone, another early entrant in this market was Palm, with a line of PDA products which began in March 1996. A typical PDA has a touchscreen for entering data, a card slot for data storage. PDAs with wireless data connections also typically include an email client, many of the original PDAs, such as the Apple Newton and Palm Pilot, featured a touchscreen for user interaction, having only a few buttons—usually reserved for shortcuts to often-used programs. Some touchscreen PDAs, including Windows Mobile devices, had a stylus to facilitate making selections. The user interacts with the device by tapping the screen to select buttons or issue commands, typical methods of entering text on touchscreen PDAs include, A virtual keyboard, where a keyboard is shown on the touchscreen. Text is entered by tapping the on-screen keyboard with a finger or stylus, an external keyboard connected via USB, Infrared port, or Bluetooth. Some users may choose a chorded keyboard for one-handed use, handwriting recognition, where letters or words are written on the touchscreen, often with a stylus, and the PDA converts the input to text. Recognition and computation of handwritten horizontal and vertical formulas, such as 1 +2 =, stroke recognition allows the user to make a predefined set of strokes on the touchscreen, sometimes in a special input area, representing the various characters to be input. The strokes are often simplified character shapes, making them easier for the device to recognize, one widely known stroke recognition system is Palms Graffiti. Despite research and development projects, end-users experience mixed results with handwriting recognition systems, some find it frustrating and inaccurate, while others are satisfied with the quality of the recognition. Touchscreen PDAs intended for use, such as the BlackBerry and Palm Treo, usually also offer full keyboards and scroll wheels or thumbwheels to facilitate data entry