The Wizard And The Princess
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The Wizard And The Princess
''Wizard and the Princess'' (also ''The Wizard and the Princess'', with a leading article) is a graphic adventure game written for the Apple II and published in 1980 by On-Line Systems. It was the second title released in the '' Hi-Res Adventures'' series after ''Mystery House''. While ''Mystery House'' used monochrome drawings, ''Wizard and the Princess'' added color. Ports for the Atari 8-bit family and Commodore 64 were released in 1982 and 1984 respectively. The 1982 self-booting version for IBM PC compatibles was renamed ''Adventure in Serenia''. Plot The game (according to the back cover ox/folder/manualof the Atari 8-bit family and Apple II original and rerelease versions) takes place in the land of Serenia where King George's daughter Princess Priscilla has been kidnapped by an evil wizard named Harlin. Harlin has held her inside his castle far in the mountains. The King has offered half of his kingdom to anyone brave enough to travel to the Wizard's castle, defeat him ...
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Sierra Entertainment
Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, including the first such game, ''Mystery House''. It is also known for its graphical adventure game series ''King's Quest'', ''Space Quest'', ''Police Quest'', ''Gabriel Knight'', ''Leisure Suit Larry'', and ''Quest for Glory'', as well as being the original publishers of Valve's ''Half-Life'' series. After seventeen years as an independent company, Sierra was acquired by CUC International in February 1996 to become part of CUC Software. However, CUC International was caught in an accounting scandal in 1998, and many of the original founders of Sierra including the Williamses left the company. Sierra remained as part of CUC Software as it was sold and renamed several times over the next few years; Sierra was formally disestablished as a c ...
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PC Booter
A self-booting disk is a floppy disk for home computer, home or personal computers that loads directly into a standalone application when the system is turned on, bypassing the operating system. This was common, even standard, on some computers in the late 1970s to early 1990s. Video games were the type of application most commonly distributed using this technique. The term PC booter is also used, primarily in reference to self-booting software for IBM PC compatibles. On other computers, like the Apple II and Atari 8-bit family, almost all software is self-booting. On the IBM PC, the distinction is between self-booting software and that which uses DOS-compatible operating systems. The term "PC booter" was not contemporary to when self-booting games were being released. Benefits * The software starts automatically, without any further action required by the user. * Copy protection#Computer software, Copy prevention, because self-booting floppies often use a nonstandard filesys ...
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Scott Adams (game Designer)
Scott Adams (born July 10, 1952) is an American entrepreneur, computer programmer, and video game designer. He co-founded, with ex-wife Alexis, Adventure International in 1979. The company developed and published video games for home computers. The cornerstone products of Adventure International in its early years were the ''Adventure'' series of text adventures written by Adams. Adventure International Born in Miami, Florida, Adams had access to an advanced 16-bit computer at home, built by his brother Richard Adams, that gave him a jump on game programming in his leisure time. Adams wrote a graphical action game similar to ''Spacewar!'' on this system in 1975. Scott Adams was the first person known to create an adventure-style game for personal computers, in 1978 on a 16 KB Radio Shack TRS-80 Model I, written in BASIC. '' Colossal Cave'' was written two years earlier by Will Crowther, but on a mainframe computer (the PDP-10). These early text adventures recognize two-word ...
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Creative Computing
''Creative Computing'' was one of the earliest magazines covering the microcomputer revolution. Published from October 1974 until December 1985, the magazine covered the spectrum of hobbyist/home/personal computing in a more accessible format than the rather technically oriented ''Byte (magazine), Byte''. The magazine was created to cover educational-related topics. Early issues include articles on the use of computers in the classroom, various simple programs like madlibs and various programming challenges, mostly in BASIC programming language, BASIC. By the late 1970s, it had moved towards more general coverage as the microcomputer market emerged. Hardware coverage became more common, but type-in programs remained common into the early 1980s. The company published several books, the most successful being ''BASIC Computer Games'', the first million-selling computer book. Their ''Best of Creative Computing'' collections were also popular. ''Creative Computing'' also published so ...
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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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Launch Title
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Dithering
Dither is an intentionally applied form of noise used to randomize quantization error, preventing large-scale patterns such as color banding in images. Dither is routinely used in processing of both digital audio and video data, and is often one of the last stages of mastering audio to a CD. A common use of dither is converting a grayscale image to black and white, such that the density of black dots in the new image approximates the average gray level in the original. Etymology The term ''dither'' was published in books on analog computation and hydraulically controlled guns shortly after World War II. Though he did not use the term ''dither'', the concept of dithering to reduce quantization patterns was first applied by Lawrence G. Roberts in his 1961 MIT master's thesis and 1962 article. By 1964 dither was being used in the modern sense described in this article. The technique was in use at least as early as 1915, though not under the name ''dither''. In digital p ...
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Color Graphics
Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. The individuals who serve as professional designers for computers graphics are known as "Graphics Programmers", who often are computer programmers with skills in computer graphics design. Overview Computer graphics studies the aesthetic manipulation of visual and geometric information using computational techniques. It focuses on the ''mathematical'' and ''computational'' foundations of image generation and processing rather than purely aesthetic issues. Computer graphics is often differentiated from the field of visualization, although the two fields have many similarities. Connected studies include: * Applied mathematics * Computational geometry * Computational topology * Computer vision * ...
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Fairy Tale
A fairy tale (alternative names include fairytale, fairy story, magic tale, or wonder tale) is a short story that belongs to the folklore genre. Such stories typically feature magic (paranormal), magic, incantation, enchantments, and mythical or fanciful beings. In most cultures, there is no clear line separating myth from folk or fairy tale; all these together form the literature of preliterate societies. Fairy tales may be distinguished from other folk narratives such as legends (which generally involve belief in the veracity of the events described) and explicit moral tales, including beast fables. In less technical contexts, the term is also used to describe something blessed with unusual happiness, as in "fairy-tale ending" (a happy ending) or "fairy-tale romance (love), romance". Colloquially, the term "fairy tale" or "fairy story" can also mean any far-fetched story or tall tale; it is used especially of any story that not only is not true, but could not possibly be true ...
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Floppy Disk
A floppy disk or floppy diskette (casually referred to as a floppy, or a diskette) is an obsolescent type of disk storage composed of a thin and flexible disk of a magnetic storage medium in a square or nearly square plastic enclosure lined with a fabric that removes dust particles from the spinning disk. Floppy disks store digital data which can be read and written when the disk is inserted into a floppy disk drive (FDD) connected to or inside a computer or other device. The first floppy disks, invented and made by IBM, had a disk diameter of . Subsequently, the 5¼-inch and then the 3½-inch became a ubiquitous form of data storage and transfer into the first years of the 21st century. 3½-inch floppy disks can still be used with an external USB floppy disk drive. USB drives for 5¼-inch, 8-inch, and other-size floppy disks are rare to non-existent. Some individuals and organizations continue to use older equipment to read or transfer data from floppy disks. Floppy disk ...
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On-Line Systems - Hi-Res Adventure - June 1981 The On-Line Letter Advert
In computer technology and telecommunications, online indicates a state of connectivity and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed "on line" or "on the line") could refer to any piece of equipment or functional unit that is connected to a larger system. Being online means that the equipment or subsystem is connected, or that it is ready for use. "Online" has come to describe activities performed on and data available on the Internet, for example: "online identity", "online predator", "online gambling", "online game", "online shopping", "online banking", and "online learning". Similar meaning is also given by the prefixes "cyber" and "e", as in the words "cyberspace", "cybercrime", "email", and "ecommerce". In contrast, "offline" can refer to either computing activities performed while disconnected from the Internet, or alternatives to Internet activities (such as shopping in bri ...
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Bootstrap Paradox
A causal loop is a theoretical proposition, wherein by means of either retrocausality or time travel, an event (an action, information, object, or person) is among the causes of another event, which is in turn among the causes of the first-mentioned event. Such causally looped events then exist in spacetime, but their origin cannot be determined. A hypothetical example of a causality loop is given of a billiard ball striking its past self: the billiard ball moves in a path towards a time machine, and the future self of the billiard ball emerges from the time machine ''before'' its past self enters it, giving its past self a glancing blow, altering the past ball's path and causing it to enter the time machine at an angle that would cause its future self to strike its past self the very glancing blow that altered its path. In this sequence of events, the change in the ball's path is its own cause, which might appear paradoxical. Other terms for "causal loop" are bootstrap paradox, ...
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