Strategic Conquest
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Strategic Conquest
''Strategic Conquest'' is a turn-based strategy game based on the wargame ''Empire (1977 video game), Empire''. It was written by Peter Merrill for the Apple Macintosh and released in 1984 by PBI Software, and later ported to the Apple II in 1986. Delta Tao Software took over distribution for later Classic Mac OS releases. It is sometimes shortened to Stratcon. Like ''Empire'', the player's objective in ''Strategic Conquest'' is to defeat the enemy and conquer the world. The world is divided into islands that contain cities that can be captured to produce military units. Victory is achieved when all enemy cities have been conquered or when either player surrenders. It differed from ''Empire'' in a number of details, most notably its system for creating the game map. It can be played against the computer, or by two human players taking turns on one machine or two machines connected over an AppleTalk network. Though the game has not been updated since 1998, it is fully compatible ...
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Delta Tao Software
Delta Tao Software is a small software developer and publisher focusing on games for Macintosh, though some of its more popular products have been ported to Windows, Linux, and other platforms. History Delta Tao was founded in 1990 by Joe Williams and Tim Cotter, who had developed Color MacCheese, a paint program notable for being the first to use 24-bit color and for its $49 price tag at a time when its nearest competitor, PixelPaint, was $399. Delta Tao hosted a booth at Mac World Boston in 1990, featuring Color MacCheese and Polly MacBeep. Its early products included several innovative graphics programs for Macintosh, including Zeus and Monet, but within a few years the company had shifted almost entirely to games, usually geared for network play. Delta Tao uses minimalist software packaging, which has earned them recognition as an eco-friendly software company. A demo version of the company's ''Eric's Ultimate Solitaire'' program was shipped with each Macintosh at one point. ...
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Wraparound (video Games)
Wraparound, in video games, is a gameplay variation on the single-screen in which space is finite but unbounded; objects leaving one side of the screen immediately reappear on the opposite side, maintaining speed and trajectory. This is referred to as "wraparound", since the top and bottom of the screen wrap around to meet, as do the left and right sides (this is topologically equivalent to a Euclidean 2-torus).''The medium of the video game''
Mark J. P. Wolf, , 2001, 203 pp, p. 56, at
Some games wrap around in ...
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Classic Mac OS Games
A classic is an outstanding example of a particular style; something of lasting worth or with a timeless quality; of the first or highest quality, class, or rank – something that exemplifies its class. The word can be an adjective (a ''classic'' car) or a noun (a ''classic'' of English literature). It denotes a particular quality in art, architecture, literature, design, technology, or other cultural artifacts. In commerce, products are named 'classic' to denote a long-standing popular version or model, to distinguish it from a newer variety. ''Classic'' is used to describe many major, long-standing sporting events. Colloquially, an everyday occurrence (e.g. a joke or mishap) may be described in some dialects of English as 'an absolute classic'. "Classic" should not be confused with ''classical'', which refers specifically to certain cultural styles, especially in music and architecture: styles generally taking inspiration from the Classical tradition, hence classicism. ...
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Classic Mac OS-only Games
A classic is an outstanding example of a particular style; something of lasting worth or with a timeless quality; of the first or highest quality, class, or rank – something that exemplifies its class. The word can be an adjective (a ''classic'' car) or a noun (a ''classic'' of English literature). It denotes a particular quality in art, architecture, literature, design, technology, or other cultural artifacts. In commerce, products are named 'classic' to denote a long-standing popular version or model, to distinguish it from a newer variety. ''Classic'' is used to describe many major, long-standing sporting events. Colloquially, an everyday occurrence (e.g. a joke or mishap) may be described in some dialects of English as 'an absolute classic'. "Classic" should not be confused with ''classical'', which refers specifically to certain cultural styles, especially in music and architecture: styles generally taking inspiration from the Classical tradition, hence classicism. ...
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4X Video Games
4X (abbreviation of ''Explore, Expand, Exploit, Exterminate'') is a subgenre of strategy-based computer and board games, and include both turn-based and real-time strategy titles. The gameplay involves building an empire. Emphasis is placed upon economic and technological development, as well as a range of military and non-military routes to supremacy. 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 common. 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 practica ...
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1984 Video Games
Events January * January 1 – The Bornean Sultanate of Brunei gains full independence from the United Kingdom, having become a British protectorate in 1888. * January 7 – Brunei becomes the sixth member of the Association of Southeast Asian Nations (ASEAN). * January 10 ** The United States and the Vatican City, Vatican (Holy See) restore full diplomatic relations. ** The Victoria, Seychelles, Victoria Agreement is signed, institutionalising the Indian Ocean Commission. *January 24 – Steve Jobs launches the Macintosh 128K, Macintosh personal computer in the United States. February * February 3 ** Dr. John Buster and the research team at Harbor–UCLA Medical Center announce history's first embryo transfer from one woman to another, resulting in a live birth. ** STS-41-B: Space Shuttle Challenger, Space Shuttle ''Challenger'' is launched on the 10th Space Shuttle mission. * February 7 – Astronauts Bruce McCandless II and Robert L. Stewart make the first untethered spac ...
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List Of 4X Video Games
4X is a subgenre of strategy video games. The term is a loose acronym of "explore, expand, exploit, and exterminate", coined in 1993 to describe the gameplay of '' Master of Orion''. 4X games usually feature complex simulations of scientific research, economics, diplomacy, and social dynamics. Unlike computer wargames, they usually have more ways to win than through warfare, and they model the creation and evolution of an empire from its beginning. Games prior to ''Master of Orion'' have been retroactively identified as 4X games. Early precursors include the board games '' Outreach'' and '' Stellar Conquest'', both published in the 1970s. Some early strategy video games, such as ''Andromeda Conquest'' (1982) and ''Cosmic Balance II ''The Cosmic Balance II'' is a turn-based strategy game written by Paul Murray for the Apple II series, Apple II and published by Strategic Simulations in 1983. It was ported to the Atari 8-bit family. The game is a sequel to ''The Cosmic Ba ...
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Inside Mac Games
''Inside Mac Games'' (''IMG'') started in 1993 as an electronic magazine about Apple Macintosh computer gaming distributed by floppy disk, eventually becoming a website. History In 1992, Tuncer Deniz, who was unemployed, decided to create a magazine called ''Inside Mac Games'' — he came up with the name after seeing a copy of ''Inside Sports'' at a newsstand — that would be dedicated to reviews of new and upcoming Macintosh computer games. Deniz interested a friend, Jon Blum, in the project, but neither of them had the capital or the expertise to publish a print magazine. Instead, they envisioned an electronic magazine. Using a shareware lay-out program, Deniz and Blum created the first issue, which contained reviews of four flight simulators — Parsoft Interactive's '' Hellcats Over the Pacific'' and ''Missions at Leyte Gulf'', Spectrum HoloByte's '' Falcon MC'', and ''Microsoft Flight Simulator 4.0'' — as well as hints, Easter eggs and reviews about older games such a ...
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Imagine Media
Future US, Inc. (formerly known as Imagine Media and The Future Network USA) is an American media corporation specializing in targeted magazines and websites in the video games, music, and technology markets. Headquartered in New York City, the corporation has offices in: Alexandria, Virginia; Minneapolis, Minnesota; and Washington, D.C. Future US is owned by parent company, Future plc, a specialist media company based in Bath, Somerset, England. History The company was established when Future plc acquired struggling Greensboro ( N.C.) video game magazine publisher GP Publications, publisher of ''Game Players'' magazine, in 1994. The company launched a number of titles including ''PC Gamer'', and relocated from North Carolina to the San Francisco Bay Area, occupying various properties in Burlingame and South San Francisco. When Chris Anderson, the founder of Future plc, sold Future to Pearson plc he retained GP, renamed Imagine Media, Inc. in June 1995, and operated it as ...
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Next Generation (magazine)
''Next Generation'' was a video game magazine that was published by Imagine Media (now Future US). It was affiliated to and shared editorial with the UK's ''Edge'' magazine. ''Next Generation'' ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. ''Next Generation'' initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors ''GamePro'' and ''Electronic Gaming Monthly'', the magazine was directed towards a different readership by focusing on the industry itself rather than individual games. Publication history The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media. In September 1999, ''Next Generation'' was redesigned, its cover name shortened to simply ''NextGen''. This would start what was known as "Lif ...
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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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MacUser
''MacUser'' was a monthly (formerly biweekly) computer magazine published by Dennis Publishing Ltd. and licensed by Felden in the UK. It ceased publication in 2015. In 1985 Felix Dennis’ Dennis Publishing, the creators of MacUser in the UK, licensed the name and “mouse-rating” symbol for MacUser to Ziff-Davis Publishing for use in the rest of the world. The UK MacUser was never linked to the US MacUser. When Ziff-Davis merged its Mac holdings into Mac Publishing in September 1997, that new company gained the license to use the MacUser name. However, it opted to keep the Macworld magazine brand-name alive, albeit with MacUser-style mouse ratings. As a result, only the original UK-based MacUser remains, and the UK edition of Macworld is unable to use the mouse rating symbols used by its fellow Macworld editions. The UK magazine was aimed at Mac users in the design sector, and each issue brought the reader up-to-date with news, reviews, ‘Masterclass’ tutorials and techn ...
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