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Social Simulation Game
Social simulation games are a subgenre of life simulation game that explore social interactions between multiple artificial lives. Some examples include ''The Sims'' and ''Animal Crossing'' series. History Influences and origins When ''The Sims'' was released in 2000, it was referred to as "almost the only game of its kind". But there are several important precursors to ''The Sims'' and the social simulation genre. Firstly, the game's creator Will Wright acknowledged the influence of ''Little Computer People'', a Commodore 64 game from 1985. The games are similar, although ''The Sims'' is described as having a richer gameplay experience. Secondly, Will Wright also acknowledged the influence of dollhouses on ''The Sims'', which have generally also informed the gameplay of this genre. ''Animal Crossing'' was released in 2001 for the Nintendo 64 in Japan. While released towards the end of the life cycle of the Nintendo 64, it developed a following that led to it being ported to t ...
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Life Simulation Game
Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". Other terms include artificial life game and simulated life game (SLG). Definition Life simulation games are about "maintaining and growing a virtual life", where players are given the power to control the lives of autonomous people or creatures. Artificial life games are related to computer science research in artificial life. But "because they're intended for entertainment rather than research, commercial A-life games implement only a subset of what A-life research investigates." This broad genre includes god games which focus on managing tribal worshipers, as well as digital pet, artificial pets that focus on one or several animals. It also includes genetic artificial life games, where players manage populations of c ...
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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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Jones In The Fast Lane
''Jones in the Fast Lane'' is a social simulation game for MS-DOS compatible operating systems. It was developed and published by Sierra Entertainment in 1991. Using a board game motif, the objective is to attain certain amounts of money, happiness, status, and education. The exact amounts needed are defined by the player(s) when the game begins. The game's name and goals are a play on the concept of keeping up with the Joneses. Gameplay The game world is represented by a board game-like ring of buildings in squares, resembling a cross between ''Monopoly'' and ''Careers''. The game can be played by up to four players, who take turns "living" their respective weeks. If only one player is present, he or she may play against the titular "Jones". Each player is represented by a coloured marble on the board. Players are free to move around in either direction, only limited by the time remaining per turn. Time is used up by moving to a new location and by performing actions like wo ...
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Wall Street Kid
''Wall Street Kid'' is a video game released by SOFEL for the NES. It was originally released in Japan as , which was the sequel to ''The Money Game''. The storylines of the two versions are different but the layout and the scheme of the office are almost exactly the same. Only cosmetic changes were made to make it relevant with the North American audiences. Both of these games expect the player to have the playable character exercise and go out on dates. The player must prove the stockbroker's worth by taking $500,000 in seed money and growing it to $1,000,000 in order to gain a six-hundred-billion-dollar inheritance (equal to $ billion today) from the extremely wealthy Benedict family. Successfully investing it in the American stock market results in rewards like going shopping on the weekend and being able to acquire expensive items such as a house. The names of the companies listed in the stock market are slight variants on actual U.S. companies in operation at the time of th ...
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Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in American test markets on October 18, 1985, before becoming widely available in North America and other countries. After developing a series of successful arcade games in the early 1980s, Nintendo planned to create a home video game console. Rejecting more complex proposals, the Nintendo president Hiroshi Yamauchi called for a simple, cheap console that ran games stored on cartridges. The controller design was reused from Nintendo's portable Game & Watch games. Nintendo released several add-ons, such as a light gun for shooting games. The NES was one of the best-selling consoles of its time and helped revitalize the US game industry following the video game crash of 1983. It introduced a now-standard business model of licensing third-party d ...
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Computer Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, computer monitor, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example List of text-based computer games, text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through loudspeaker, speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their computing platform, platform, which include arcade video games, console games, and PC game, personal computer (PC) games. More recently, the industry has expanded on ...
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Alter Ego (1986 Video Game)
''Alter Ego'' is a role-playing video game developed and published by Activision in 1986 in video gaming, 1986. It was created by Peter J. Favaro for the Commodore 64, DOS, Apple II series, Apple II, and the Classic Mac OS, Apple Macintosh. The game allows the user to make decisions for an imaginary person (being therefore the player's alter ego) and shows what possible consequences these decisions could have on that person. ''Alter Ego'' was released in both male and female versions, each using a different set of experiences. Gameplay The player's alter ego begins the game as an infant; the game presents the user with a tree diagram with nodes, each labeled with an icon. The player chooses an icon representing an "experience" or situation to explore. Each icon bears a symbol showing what kind of experience it represents (for example, a heart denotes an emotional event). After making a choice in each node, the user is moved back to the tree with that node marked as completed. In ...
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NEC PC-9801
The , commonly shortened to PC-98 or , is a lineup of Japanese 16-bit and 32-bit personal computers manufactured by NEC from 1982 to 2000. The platform established NEC's dominance in the Japanese personal computer market, and, by 1999, more than 18 million units had been sold. While NEC did not market these specific machines in the West, it sold the NEC APC series, which had similar hardware to early PC-98 models. The PC-98 was initially released as a business-oriented personal computer which had backward compatibility with the successful PC-8800 series. The range of the series has expanded, and in the 1990s it was used in a variety of industry fields including education and hobbies. NEC succeeded in attracting third-party suppliers and a wide range of users, and the PC-98 dominated the Japanese PC market with more than 60% market share by 1991. IBM clones lacked sufficient graphics capabilities to easily handle Japan's multiple writing systems, in particular kanji with its tho ...
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Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one of the largest third-party video game publishers in the world and was the top United States publisher in 2016. The company was founded as Activision, Inc. on October 1, 1979 in Sunnyvale, California, by former Atari game developers upset at their treatment by Atari in order to develop their own games for the popular Atari 2600 home video game console. Activision was the first independent, third-party, console video game developer. The video game crash of 1983, in part created by too many new companies trying to follow in Activision's footsteps without the expertise of Activision's founders, hurt Activision's position in console games and forced the company to diversify into games for home computers, including the acquisition of Infocom. ...
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David Crane (programmer)
David Patrick Crane (born 1953 in Nappanee, Indiana, United States) is an American video game designer and programmer. Crane originally worked in the field of hardware design for National Semiconductor. He went to college at DeVry Institute of Technology in Phoenix, Arizona and graduated with a Bachelor of Science in Electrical Engineering Technology degree in 1975. Crane started his programming career at Atari, making games for the Atari 2600. He also worked on the operating system for the Atari 800 computer. After meeting co-worker Alan Miller in a tennis game, Miller told Crane about a plan he had to leave Atari and found a company that would give game designers more recognition. From this meeting, Crane left Atari in 1979 and co-founded Activision, along with Miller, Jim Levy, Bob Whitehead, and Larry Kaplan. His games won many awards while he was at Activision. At Activision, he was best known as the designer of ''Pitfall!''. ''Pitfall!'' was a huge hit; it maintained the ...
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