The Oregon Trail 3rd Edition
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The Oregon Trail 3rd Edition
''The Oregon Trail 3rd Edition'' (full title: ''The Oregon Trail 3rd Edition: Pioneer Adventures'') is the second sequel to the 1985 edutainment video game '' The Oregon Trail'' after ''Oregon Trail II''. It was developed by MECC and released in 1997. Gameplay Like all other games in the ''Trail'' series, ''The Oregon Trail 3rd Edition'' requires careful resource management in order to successfully complete the perilous journey across America via the Oregon trail to the Western frontier. The game included a guide book with helpful hints in case the player got stuck. Reception Game Industry News wrote: "I do find this game to be an excellent learning experience for players. It is marketed for people ages ten to adult, and even if you are an adult this game offers enough of a challenge coupled with entertainment to keep your interest". The Hour wrote: "This is an excellent role playing game for children ages 10 up to adults". Elizabeth Weal of the MacHome Journal said that "this u ...
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MECC
The Minnesota Educational Computing Consortium (later Corporation), most commonly known as MECC, was an organization founded in 1971 best known for developing the edutainment video game series '' The Oregon Trail'' and its spinoffs. The goal of the organization was to coordinate and provide computer services to schools in the state of Minnesota; however, its software eventually became popular in schools around the world.and Canada. MECC had its headquarters in the Brookdale Corporate Center in Brooklyn Center, Minnesota. It was acquired by SoftKey in 1995 and was shut down in 1999. History Origins During the 1960s, Minnesota was a center of computer technology, what '' City Pages'' would describe 50 years later as a "Midwestern Silicon Valley". IBM, Honeywell, Control Data and other companies had facilities in the state. In 1963, their presence inspired a group of teachers at the University of Minnesota College of Education's laboratory school to introduce computers into ...
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Carmen Sandiego (video Game Series)
''Carmen Sandiego'' is a series of American educational software, educational mystery video games that spawned an Carmen Sandiego (franchise), edutainment franchise of the same name. The game released in 1985, ''Where in the World Is Carmen Sandiego? (1985 video game), Where in the World Is Carmen Sandiego?'', started off both the video game series and the franchise as a whole, which has continued up to the present day. Each game of the series has a particular theme and subject, where the player must use their knowledge to find Carmen Sandiego (character), Carmen Sandiego or any of her innumerable henchmen. This series was originally owned by Broderbund, but is now owned by Houghton Mifflin Harcourt. Since its initial release the series has won over 125 awards and accolades. Design Background In 1983, the founders of Broderbund, Broderbund Software, Gary and Doug Carlston, publicly discussed a plan to make edutainment one of their company's three focus areas. The character of Car ...
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Video Games Set In The 1840s
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practica ...
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Video Games Developed In The United States
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first pract ...
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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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Children's Educational Video Games
A child ( : children) is a human being between the stages of birth and puberty, or between the developmental period of infancy and puberty. The legal definition of ''child'' generally refers to a minor, otherwise known as a person younger than the age of majority. Children generally have fewer rights and responsibilities than adults. They are classed as unable to make serious decisions. ''Child'' may also describe a relationship with a parent (such as sons and daughters of any age) or, metaphorically, an authority figure, or signify group membership in a clan, tribe, or religion; it can also signify being strongly affected by a specific time, place, or circumstance, as in "a child of nature" or "a child of the Sixties." Biological, legal and social definitions In the biological sciences, a child is usually defined as a person between birth and puberty, or between the developmental period of infancy and puberty. Legally, the term ''child'' may refer to anyone below the ...
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1997 Video Games
1997 saw many sequels and prequels in video games, such as '' Final Fantasy VII'', '' Castlevania: Symphony of the Night'', '' GoldenEye 007'', ''Star Fox 64'', ''Tomb Raider II'', ''Ultima Online'', and ''Virtua Striker 2'', along with new titles such as '' Everybody's Golf'', '' I.Q.: Intelligent Qube'', ''PaRappa the Rapper'', '' Oddworld: Abe's Oddysee'', '' Gran Turismo'', '' Diablo'', ''Grand Theft Auto'' and ''Fallout''. Sony's PlayStation was the year's best-selling video game console worldwide for the second year in a row, while also being the annual best-selling console in Japan for the first time (overtaking the Game Boy and Sega Saturn). The year's best-selling home video game worldwide was Squaresoft's ''Final Fantasy VII'' for the PlayStation, while the year's highest-grossing arcade games in Japan were Sega's ''Virtua Fighter 3'' and '' Print Club 2''. Events *March 6 - Sega opens Sega World Sydney in Australia. It is the second Sega World park to open outs ...
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Academy Of Interactive Arts & Sciences
The Academy of Interactive Arts & Sciences (AIAS) is a non-profit organization of video game industry professionals. It organizes the annual Design Innovate Communicate Entertain summit, better known as D.I.C.E., which includes the presentations of the D.I.C.E. Awards. History AIAS was originally founded in 1992 by Andrew Zucker, a lawyer in the entertainment industry. AIAS co-promoted numerous events with organizations such as the Academy of Television Arts and Sciences, the Directors Guild of America and Women in Film. Their first awards show program, "Cybermania '94", which was hosted by Leslie Nielsen and Jonathan Taylor Thomas, was broadcast on TBS. While a second show was run in 1995, and was the first awards program to be streamed over the Web, it drew far less audiences as the first. Video game industry leaders decided that they wanted to reform AIAS as a non-profit organization for the video game industry. The effort was backed by Peter Main of Nintendo, Tom Kalins ...
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1st Annual Interactive Achievement Awards
The ''1st Annual Interactive Achievement Awards'' is the 1st edition of the Interactive Achievement Awards, an annual awards event that honors the best games in the video game industry. The awards are arranged by the Academy of Interactive Arts & Sciences (AIAS), and were held at the Georgia World Congress Center in Atlanta, Georgia. There was not an official host of the award ceremony. ''Final Fantasy VII'', '' GoldenEye 007'', and '' Riven: The Sequel to Myst'' were tied for receiving the most nominations. ''GoldenEye 007'' took home the most awards, including Interactive Title of the Year. Electronic Arts received the most nominations. Rare and Nintendo won the most awards, with Rare as the developer and Nintendo as the publisher. Shigeru Miyamoto was also the first inductee of the Academy of Interactive Arts & Sciences Hall of Fame. Winners and Nominees Winners are listed first, highlighted in boldface, and indicated with a double dagger (). Hall of Fame Award * Shigeru Mi ...
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Where In The World Is Carmen Sandiego? (1996)
''Where in the World Is Carmen Sandiego?'' (sometimes referred to as ''Where in the World Is Carmen Sandiego? v3.0'') is a 1996 video game part of the ''Carmen Sandiego'' franchise. It was the third version of the game, after the 1985 original title of the same name and a 1992 Deluxe version of said game. The game's release coincided on the heels of the end of the PBS game show, and features QuickTime videos of Lynne Thigpen reprising her role as "The Chief". This was the last version of the game to follow the "classic" formula of the series (until the Facebook version), but much of the game, especially the "warrant" portion, was heavily redesigned. The Deluxe Edition released in 1998 (also sometimes subtitled as "version 3.5") added speech welcoming the player to each country and an " ACME Global Language Link-Up" satellite which quizzed the user on the local language. Players also received a spy watch and "an introduction to 12 foreign languages". This "upgrade of the class ...
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Microsoft Windows
Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). Windows is the most popular desktop operating system in the world, with 75% market share , according to StatCounter. However, Windows is not the most used operating system when including both mobile and desktop OSes, due to Android's massive growth. , the most recent version of Windows is Windows 11 for consumer PCs and tablets, Windows 11 Enterprise for corporations, and Windows Server 2022 for servers. Genealogy By marketing ...
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The Learning Company
The Learning Company (TLC) was an educational software company founded in 1980 in Palo Alto, California and headquartered in Fremont, California. The company produced a grade-based line of learning software, edutainment games, and productivity tools. Its titles included the flagship series ''Reader Rabbit'', for preschoolers through second graders, and ''The ClueFinders'', for more advanced students. The company was also known for publishing licensed educational titles featuring characters such as Arthur Read, Arthur, Scooby-Doo (character), Scooby-Doo, Zoboomafoo, and Caillou. In 1995, the company was acquired by The Learning Company (formerly SoftKey), SoftKey in a hostile takeover bid, at which point SoftKey assumed the Learning Company name and brand. History The Learning Company was founded in 1980 by Ann McCormick; Leslie Grimm; Teri Perl; and Warren Robinett, a former Atari employee who had programmed the popular game ''Adventure (1979 video game), Adventure''. They s ...
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