Scram (computer Game)
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Scram (computer Game)
''Scram: A Nuclear Power Plant Simulation'' is an Atari 8-bit family game written by Chris Crawford and published by Atari, Inc. in 1981. Written in Atari BASIC, ''Scram'' uses differential equations to simulate nuclear reactor behavior. The player controls the valves and switches of the reactor directly with the joystick. This game's title, "SCRAM", is taken from the term for an emergency shutdown of a nuclear reactor. It refers to immediately inserting all control rods into the reactor core to stop the reaction process. The game also recreates the Three Mile Island Unit 2 nuclear reactor and allowed players to recreate the events that took place there in 1979. Gameplay The game display shows a schematic-like representation of a light water reactor, typical of nuclear reactors in use in the United States at that time. The reactor core is on the left of the screen, with the primary coolant loop to its immediate right. Further right is the secondary cooling loop, and finally th ...
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Chris Crawford (game Designer)
Christopher Crawford (born June 1, 1950) is an American video game designer and writer. Hired by Alan Kay to work at Atari, Inc., he wrote the computer wargame ''Eastern Front (1941)'' for the Atari 8-bit family which was sold through the Atari Program Exchange and later Atari's official product line. After leaving Atari, he wrote a string of games beginning with '' Balance of Power'' for Macintosh. Writing about the process of developing games, he became known among other creators in the nascent home computer game industry for his passionate advocacy of game design as an art form. He self-published '' The Journal of Computer Game Design'' and founded the Computer Game Developers Conference (later renamed to the Game Developers Conference). In 1992 Crawford withdrew from commercial game development and began experimenting with ideas for a next generation interactive storytelling system. In 2018, Crawford announced that he had halted his work on interactive storytelling, concluding ...
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Nuclear Meltdown
A nuclear meltdown (core meltdown, core melt accident, meltdown or partial core melt) is a severe nuclear reactor accident that results in core damage from overheating. The term ''nuclear meltdown'' is not officially defined by the International Atomic Energy Agency or by the United States Nuclear Regulatory Commission. It has been defined to mean the accidental melting of the core of a nuclear reactor, however, and is in common usage a reference to the core's either complete or partial collapse. A core meltdown accident occurs when the heat generated by a nuclear reactor exceeds the heat removed by the cooling systems to the point where at least one nuclear fuel element exceeds its melting point. This differs from a fuel element failure, which is not caused by high temperatures. A meltdown may be caused by a loss of coolant, loss of coolant pressure, or low coolant flow rate or be the result of a criticality excursion in which the reactor is operated at a power level that exc ...
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Nuclear Power
Nuclear power is the use of nuclear reactions to produce electricity. Nuclear power can be obtained from nuclear fission, nuclear decay and nuclear fusion reactions. Presently, the vast majority of electricity from nuclear power is produced by nuclear ''fission'' of uranium and plutonium in nuclear power plants. Nuclear ''decay'' processes are used in niche applications such as radioisotope thermoelectric generators in some space probes such as ''Voyager 2''. Generating electricity from fusion power, ''fusion'' power remains the focus of international research. Most nuclear power plants use thermal reactors with enriched uranium in a Nuclear fuel cycle#Once-through nuclear fuel cycle, once-through fuel cycle. Fuel is removed when the percentage of neutron poison, neutron absorbing atoms becomes so large that a nuclear chain reaction, chain reaction can no longer be sustained, typically three years. It is then cooled for several years in on-site spent fuel pools before being tr ...
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Educational Video Games
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software). In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors. Educational video games play a significant role in the school curriculum for teachers who seek to deliver core lessons, reading and new skills. Gamification of education allows learners to take active roles in learning and develop technological skills that are needed for their academic and professional careers. Several recent studies have shown that video game ...
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Commercial Video Games With Freely Available Source Code
Commercial may refer to: * a dose of advertising conveyed through media (such as - for example - radio or television) ** Radio advertisement ** Television advertisement * (adjective for:) commerce, a system of voluntary exchange of products and services ** (adjective for:) trade, the trading of something of economic value such as goods, services, information or money * Two functional constituencies in elections for the Legislative Council of Hong Kong: ** Commercial (First) ** Commercial (Second) * ''Commercial'' (album), a 2009 album by Los Amigos Invisibles * Commercial broadcasting * Commercial style or early Chicago school, an American architectural style * Commercial Drive, Vancouver, a road in Vancouver, British Columbia, Canada * Commercial Township, New Jersey, in Cumberland County, New Jersey See also * * Comercial (other) Comercial—the Spanish and Portuguese word for "commercial"—can refer to: *Esporte Clube Comercial (MS), a Brazilian footb ...
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Chris Crawford (game Designer) Games
Chris Crawford may refer to: *Chris Crawford (basketball, born 1975), American professional basketball player with the Atlanta Hawks from 1997 to 2005 *Chris Crawford (basketball, born 1992), American professional basketball player *Chris Crawford (game designer) (born 1950), American computer game developer * Christopher Crawford (tennis) (1939–2012), American tennis player See also *Christina Crawford Christina Crawford is an American author and actress, best known for her 1978 memoir and exposé, ''Mommie Dearest'', which described her abusive relationship with her adoptive mother, film star Joan Crawford. Early life and education Christi ...
(born 1939), American actress {{Hndis, Crawford, Chris ...
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Atari 8-bit Family-only Games
Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc., founded in Sunnyvale, California, in 1972 by Nolan Bushnell and Ted Dabney, was a pioneer in arcade games, home video game consoles and home computers. The company's products, such as ''Pong'' and the Atari 2600, helped define the electronic entertainment industry from the 1970s to the mid-1980s. In 1984, as a result of the video game crash of 1983, the home console and computer divisions of the original Atari Inc. were sold off, and the company was renamed Atari Games Inc. Atari Games received the rights to use the logo and brand name with appended text "Games" on arcade games, as well as the derivative coin-operated arcade rights to the original 1972–1984 arcade hardware properties. The Atari Consumer Electronics Division properties were in turn sold to Jack ...
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Atari 8-bit Family Games
Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc., founded in Sunnyvale, California, in 1972 by Nolan Bushnell and Ted Dabney, was a pioneer in arcade games, home video game consoles and home computers. The company's products, such as ''Pong'' and the Atari 2600, helped define the electronic entertainment industry from the 1970s to the mid-1980s. In 1984, as a result of the video game crash of 1983, the home console and computer divisions of the original Atari Inc. were sold off, and the company was renamed Atari Games Inc. Atari Games received the rights to use the logo and brand name with appended text "Games" on arcade games, as well as the derivative coin-operated arcade rights to the original 1972–1984 arcade hardware properties. The Atari Consumer Electronics Division properties were in turn sold to Jack ...
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1981 Video Games
Events January * January 1 ** Greece enters the European Economic Community, predecessor of the European Union. ** Palau becomes a self-governing territory. * January 10 – Salvadoran Civil War: The FMLN launches its first major offensive, gaining control of most of Morazán and Chalatenango departments. * January 15 – Pope John Paul II receives a delegation led by Polish Solidarity leader Lech Wałęsa at the Vatican. * January 20 – Iran releases the 52 Americans held for 444 days, minutes after Ronald Reagan is sworn in as the 40th President of the United States, ending the Iran hostage crisis. * January 21 – The first DeLorean automobile, a stainless steel sports car with gull-wing doors, rolls off the production line in Dunmurry, Northern Ireland. * January 24 – An earthquake of magnitude in Sichuan, China, kills 150 people. Japan suffers a less serious earthquake on the same day. * January 25 – In South Africa the largest part of the town La ...
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Source Code
In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source code. The source code is often transformed by an assembler or compiler into binary machine code that can be executed by the computer. The machine code is then available for execution at a later time. Most application software is distributed in a form that includes only executable files. If the source code were included it would be useful to a user, programmer or a system administrator, any of whom might wish to study or modify the program. Alternatively, depending on the technology being used, source code may be interpreted and executed directly. Definitions Richard Stallman's definition, formulated in his 1989 seminal li ...
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Softline (magazine)
''Softalk'' () was an American magazine of the early 1980s that focused on the Apple II computer. Published from September 1980 through August 1984, it featured articles about hardware and software associated with the Apple II platform and the people and companies who made them. The name was originally used on a newsletter of Apple Software pioneer company, Softape, who in 1980 changed its name to Artsci Inc. The startup capital for ''Softalk'' came from Margot Comstock, who had won on the television game show ''Password,'' along with a generous contribution after a few months from John Haller and from Comstock and Al Tommervik's second mortgage on their house. Partners William V R Smith III, William Depew contributed early office space in their Softape storeroom and arrived unexpectedly with office desks when Softalk moved into its own location. Unlike other computer magazines that generally focused on a specific, narrow subject matter or market segment (e.g., business applicatio ...
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Atari Connection
''Atari Connection'' was a magazine for owners of Atari 8-bit family home computers published by Atari, Inc.'s Computer Division. Editions were quarterly from the spring of 1981 to the summer of 1984 when the company was sold to Jack Tramiel. There was also a one-off "Welcome Edition" a few pages long prior to the spring 1981 edition. Including the Welcome, a total of 15 editions were produced. The magazine contained a mixture of news, generally fawning software and book reviews, and technical articles at a mixture of skill levels. One recurring feature was "Find the Bug" contest, which generally resulted in a winner receiving a game cartridge. Over its history, a number of well-known authors submitted articles to the magazine, including Tom Hudson. See also *''Atari Age ''Atari Age'' was a magazine distributed to Atari Club members from 1982 until 1984. It was published by The Atari Club, Inc., a subsidiary of Atari, Inc. The magazine only covered Atari products and events ...
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