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Starflight 2
''Starflight 2: Trade Routes of the Cloud Nebula'' is a 1989 science fiction video game developed by Binary Systems and published by Electronic Arts as the sequel to the successful '' Starflight''. It features a combination of space exploration, role-playing and strategy within a futuristic setting. The player commands a spaceship capable of traveling to the game world's 150 solar systems, communicating with or attacking other spaceships, and landing on planetary surfaces which may be explored with a crewed rover for plot clues, minerals and alien lifeforms. Game mechanics and the overall look and feel closely resemble the earlier ''Starflight'' game, but many new features are introduced including an interstellar trade-based economy, new sentient alien races, and new spacecraft accessories and artifacts. The player is tasked with discovering the ultimate source of the advanced spacecraft technology and unlimited fuel supply which provide a military advantage to the Spemin, ...
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Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the designers and programmers responsible for its games as "software artists." EA published numerous games and some productivity software for personal computers, all of which were developed by external individuals or groups until 1987's ''Skate or Die!''. The company shifted toward internal game studios, often through acquisitions, such as Distinctive Software becoming EA Canada in 1991. Currently, EA develops and publishes games of established franchises, including ''Battlefield'', ''Need for Speed'', ''The Sims'', ''Medal of Honor'', ''Command & Conquer'', ''Dead Space'', ''Mass Effect'', ''Dragon Age'', ''Army of Two'', ''Apex Legends'', and '' Star Wars'', as well as the EA Sports titles '' FIFA'', ''Madden NFL'', ''NBA Live'', ''NHL'', an ...
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Planetary System
A planetary system is a set of gravitationally In physics, gravity () is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the stron ... bound non-Star, stellar objects in or out of orbit around a star or star system. Generally speaking, systems with one or more planets constitute a planetary system, although such systems may also consist of bodies such as dwarf planets, asteroids, natural satellites, meteoroids, comets, planetesimals and circumstellar disks. The Sun together with the planetary system revolving around it, including Earth, forms the Solar System. The term exoplanetary system is sometimes used in reference to other planetary systems. Debris disks are also known to be common, though other objects are more difficult to observe. Of particular interest to astrobiology is the habitable zone of planetary sy ...
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Copy Protection
Copy protection, also known as content protection, copy prevention and copy restriction, describes measures to enforce copyright by preventing the reproduction of software, films, music, and other media. Copy protection is most commonly found on videotapes, DVDs, Blu-ray discs, HD-DVDs, computer software discs, video game discs and cartridges, audio CDs and some VCDs. Some methods of copy protection have also led to criticism because it caused inconvenience for paying consumers or secretly installed additional or unwanted software to detect copying activities on the consumer's computer. Making copy protection effective while protecting consumer rights remains a problem with media publication. Terminology Media corporations have always used the term copy protection, but critics argue that the term tends to sway the public into identifying with the publishers, who favor restriction technologies, rather than with the users. Copy prevention and copy control may be more neutral ...
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Compute!
''Compute!'' (), often stylized as ''COMPUTE!'', was an American home computer magazine that was published from 1979 to 1994. Its origins can be traced to 1978 in Len Lindsay's ''PET Gazette'', one of the first magazines for the Commodore PET computer. In its 1980s heyday ''Compute!'' covered all major platforms, and several single-platform spinoffs of the magazine were launched. The most successful of these was ''Compute!'s Gazette'', which catered to VIC-20 and Commodore 64 computer users. History ''Compute!''s original goal was to write about and publish programs for all of the computers that used some version of the MOS Technology 6502 CPU. It started out in 1979 with the Commodore PET, VIC-20, Atari 400/800, Apple II+, and some 6502-based computers one could build from kits, such as the Rockwell AIM 65, the KIM-1 by MOS Technology, and others from companies such as Ohio Scientific. Coverage of the kit computers and the Commodore PET were eventually dropped. The platforms t ...
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Space Station
A space station is a spacecraft capable of supporting a human crew in orbit for an extended period of time, and is therefore a type of space habitat. It lacks major propulsion or landing systems. An orbital station or an orbital space station is an artificial satellite (i.e. a type of orbital spaceflight). Stations must have docking ports to allow other spacecraft to dock to transfer crew and supplies. The purpose of maintaining an orbital outpost varies depending on the program. Space stations have most often been launched for scientific purposes, but military launches have also occurred. Space stations have harboured so far the only long-duration direct human presence in space. After the first station Salyut 1 (1971) and its tragic Soyuz 11 crew, space stations have been operated consecutively since Skylab (1973), having allowed a progression of long-duration direct human presence in space. Stations have been occupied by consecutive crews since 1987 with the Salyut successor M ...
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Starflight II Gameplay Screenshot
''Starflight'' is a space exploration, combat, and trading role-playing video game created by Binary Systems and published by Electronic Arts in 1986. Originally developed for IBM PC compatibles, it was later ported to the Amiga, Atari ST, Mac (computer), Macintosh, and Commodore 64. A fully revamped version of the game was released for the Sega Genesis in 1991 in video gaming, 1991. Set in the year 5th millennium, 4620, the game puts players in the role of a starship captain sent to explore the galaxy. There is no set path, allowing players to switch freely between Grinding (video games), mining, ship-to-ship combat, and Extraterrestrial life, alien diplomacy. The broader plot of the game emerges slowly, as the player discovers that an ancient race of beings is causing stars to flare and destroy all living creatures. The game has been widely praised by both contemporary and modern critics, and is one of the earliest instances of a sandbox game. It led to the development of a ...
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Save Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Computer Gaming World
''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through the 1990s and became one of the largest dedicated video game magazines, reaching around 500 pages by 1997. In the early 2000s its circulation was about 300,000, only slightly behind the market leader ''PC Gamer''. But, like most magazines of the era, the rapid move of its advertising revenue to internet properties led to a decline in revenue. In 2006, Ziff announced it would be refocused as ''Games for Windows'', before moving it to solely online format, and then shutting down completely later the same year. History In 1979, Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in spring 1981 that no magazine was dedicated to computer games. Although Sipe had no publishing experience, he formed ...
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Barter
In trade, barter (derived from ''baretor'') is a system of exchange in which participants in a transaction directly exchange goods or services for other goods or services without using a medium of exchange, such as money. Economists distinguish barter from gift economies in many ways; barter, for example, features immediate reciprocal exchange, not one delayed in time. Barter usually takes place on a bilateral basis, but may be multilateral (if it is mediated through a trade exchange). In most developed countries, barter usually exists parallel to monetary systems only to a very limited extent. Market actors use barter as a replacement for money as the method of exchange in times of monetary crisis, such as when currency becomes unstable (such as hyperinflation or a deflationary spiral) or simply unavailable for conducting commerce. No ethnographic studies have shown that any present or past society has used barter without any other medium of exchange or measurement, and an ...
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Interstellar Travel
Interstellar travel is the hypothetical travel of spacecraft from one star system, solitary star, or planetary system to another. Interstellar travel is expected to prove much more difficult than interplanetary spaceflight due to the vast difference in the scale of the involved distances. Whereas the distance between any two planets in the Solar System is less than 30 astronomical units (AU), stars are typically separated by hundreds of thousands of AU, causing these distances to typically be expressed instead in light-years. Because of the vastness of these distances, non-generational interstellar travel based on known physics would need to occur at a high percentage of the speed of light; even so, travel times would be long, at least decades and perhaps millennia or longer. As of 2022, five uncrewed spacecraft, all launched and operated by the United States, have achieved the escape velocity required to leave the Solar System as part of missions to explore parts of the out ...
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Sentience
Sentience is the capacity to experience feelings and sensations. The word was first coined by philosophers in the 1630s for the concept of an ability to feel, derived from Latin '':wikt:sentientem, sentientem'' (a feeling), to distinguish it from the ability to think (''reason''). In modern Western philosophy, sentience is the ability to experience Sense, sensations. In different Asian religions, the word 'sentience' has been used to translate a variety of concepts. In science fiction, the word "sentience" is sometimes used interchangeably with "Wisdom#Sapience, sapience", "self-awareness", or "consciousness". Some writers differentiate between the mere ability to perceive sensations, such as light or pain, and the ability to perceive emotions, such as fear or grief. The subjective awareness of experiences by a Consciousness, conscious individual are known as qualia in Western Philosophy of mind, philosophy. Philosophy and sentience In philosophy, different authors draw differen ...
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Space Trade
Space trade is interplanetary or interstellar trade. Plans and ideas on how trade functions have been published by Futurists and pundits since the 1960s, though science fiction writers have been envisioning such trade for several more decades. Reality Though the existence of interstellar trade is unknown, there are several theories developed by well known economists such as Paul Krugman on how trade calculations and interest rates would have to be adjusted in such a circumstance. At very high velocities, for example a space station traveling at significant speeds relative to the speed of light, there will be time dilation. In 2004 Espen Gaarder Haug published a technical research article in ''Wilmott Magazine'' on how interest rates and securities calculations had to be adjusted for very high velocities to avoid arbitrage. He published similar theories on what he called "SpaceTime Finance" in a book published in 2007 titled ''Derivatives Models on Models''. Paul Krugman, winner ...
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