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Sim Ant
''SimAnt: The Electronic Ant Colony'' is a 1991 life simulation video game by Maxis and the company's third product, focusing on ants. It was designed by Will Wright. In 1992, it was named "Best Simulation Game" at the Software Publishers Association's Codie awards. ''SimAnt'' was re-released in 1993 as part of the ''SimClassics Volume 1'' compilation alongside '' SimCity Classic'' and '' SimLife'' for PC, Mac and Amiga. In 1996 SimAnt alongside several of Maxis' simulation games were re-released under the ''Maxis Collector Series'' with greater compatibility with Windows 95 and differing box art, including the addition of ''Classics'' beneath the title. Gameplay The game is a simulation of an ant colony. Wright was inspired by E. O. Wilson's study of ant colonies. The game consists of three modes: a Quick Game, a Full Game, and an Experimental Game. It was released for the IBM PC, Amiga, Macintosh, and Super NES. The Super NES version adds eight scenarios, where the goal in e ...
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Maxis
Maxis is an American video game developer and a division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright and Jeff Braun, and acquired by EA in 1997. Maxis is best known for its simulation games, including '' The Sims'', ''Spore'' and '' SimCity''. In the late 2010s, Maxis suffered from a series of studio closures and layoffs. This included the shutdown of Maxis Emeryville in 2015, EA Salt Lake in 2017, and a wave of layoffs at Redwood Shores in 2018. With the remainder of Maxis reorganised under EA Mobile, and EA opening new studios under the label from 2019, some commentators have suggested that only the brand name from the original studio survives. History Independent studio (1987-1997) Maxis was founded in 1987 by Will Wright and Jeff Braun to help publish '' SimCity'' on home computers. Before then, the game was only available on a limited basis on the Commodore 64 due to few publishers showing any interest in porting a non-traditio ...
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Video 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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Scenario
In the performing arts, a scenario (, ; ; ) is a synoptical collage of an event or series of actions and events. In the ''commedia dell'arte'', it was an outline of entrances, exits, and action describing the plot of a play, and was literally pinned to the back of the scenery. It is also known as '' canovaccio'' or "that which is pinned to the canvas" of which the scenery was constructed. Surviving scenarios from the Renaissance contain little other than character names, brief descriptions of action, and references to specific lazzi with no further explanation. It is believed that a scenario formed the basis for a fully improvisational performance, though it is also likely that they were simple reminders of the plot for those members of the cast who were literate. Modern commedia troupes most often make use of a script with varying degrees of additional improvisation. In the creation of an opera or ballet, a scenario is often developed initially to indicate how the original ...
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Mac (computer)
The Mac (known as Macintosh until 1999) is a family of personal computers designed and marketed by Apple Inc., Apple Inc. Macs are known for their ease of use and minimalist designs, and are popular among students, creative professionals, and software engineers. The current lineup includes the MacBook Air and MacBook Pro laptops, as well as the iMac, Mac Mini, Mac Studio and Mac Pro desktops. Macs run the macOS operating system. The Macintosh 128K, first Mac was released in 1984, and was advertised with the highly-acclaimed 1984 (advertisement), "1984" ad. After a period of initial success, the Mac languished in the 1990s, until co-founder Steve Jobs returned to Apple in 1997. Jobs oversaw the release of many successful products, unveiled the modern Mac OS X, completed the Mac transition to Intel processors, 2005-06 Intel transition, and brought features from the iPhone back to the Mac. During Tim Cook's tenure as CEO, the Mac underwent a period of neglect, but was later reinv ...
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IBM PC
The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the IBM PC model line and the basis for the IBM PC compatible de facto standard. Released on August 12, 1981, it was created by a team of engineers and designers directed by Don Estridge in Boca Raton, Florida. The machine was based on open architecture and third-party peripherals. Over time, expansion cards and software technology increased to support it. The PC had a substantial influence on the personal computer market. The specifications of the IBM PC became one of the most popular computer design standards in the world. The only significant competition it faced from a non-compatible platform throughout the 1980s was from the Apple Macintosh product line. The majority of modern personal computers are distant descendants of the IBM PC. History Prior to the 1980s, IBM had largely been known as a provider of business computer systems. As the 1980s opened, the ...
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Condé Nast
Condé Nast () is a global mass media company founded in 1909 by Condé Montrose Nast, and owned by Advance Publications. Its headquarters are located at One World Trade Center in the Financial District of Lower Manhattan. The company's media brands attract more than 72 million consumers in print, 394 million in digital and 454 million across social platforms. These include '' Vogue'', '' The New Yorker'', '' Condé Nast Traveler'', '' GQ'', ''Glamour'', '' Architectural Digest'', '' Vanity Fair, Pitchfork'', '' Wired'', and '' Bon Appétit,'' among many others. US ''Vogue'' editor-in-chief Anna Wintour serves as Artistic Director and Global Chief Content Officer. In 2011, the company launched the Condé Nast Entertainment division, tasked with developing film, television, social and digital video, and virtual reality content. History The company traces its roots to 1909, when Condé Montrose Nast, a New York City-born publisher, purchased '' Vogue,'' a printed magazin ...
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The New Yorker
''The New Yorker'' is an American weekly magazine featuring journalism, commentary, criticism, essays, fiction, satire, cartoons, and poetry. Founded as a weekly in 1925, the magazine is published 47 times annually, with five of these issues covering two-week spans. Although its reviews and events listings often focus on the cultural life of New York City, ''The New Yorker'' has a wide audience outside New York and is read internationally. It is well known for its illustrated and often topical covers, its commentaries on popular culture and eccentric American culture, its attention to modern fiction by the inclusion of short stories and literary reviews, its rigorous fact checking and copy editing, its journalism on politics and social issues, and its single-panel cartoons sprinkled throughout each issue. Overview and history ''The New Yorker'' was founded by Harold Ross and his wife Jane Grant, a ''New York Times'' reporter, and debuted on February 21, 1925. Ros ...
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Ant Colony
An ant colony is a population of a single ant species capable to maintain its complete lifecycle. Ant colonies are eusocial, communal, and efficiently organized and are very much like those found in other social Hymenoptera, though the various groups of these developed sociality independently through convergent evolution. The typical colony consists of one or more egg-laying queens, numerous sterile females (workers, soldiers) and, seasonally, many winged sexual males and females. In order to establish new colonies, ants undertake flights that occur at species-characteristic times of the day. Swarms of the winged sexuals (known as alates) depart the nest in search of other nests. The males die shortly thereafter, along with most of the females. A small percentage of the females survive to initiate new nests. Names The term "ant colony" refers to a population of workers, reproductive individuals, and brood that live together, cooperate, and treat one another non-aggressive ...
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Simulation
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or it may simply ...
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Windows 95
Windows 95 is a consumer-oriented operating system developed by Microsoft as part of its Windows 9x family of operating systems. The first operating system in the 9x family, it is the successor to Windows 3.1x, and was released to manufacturing on July 14, 1995, and generally to retail on August 24, 1995, almost three months after the release of Windows NT 3.51. Windows 95 merged Microsoft's formerly separate MS-DOS and Microsoft Windows products, and featured significant improvements over its predecessor, most notably in the graphical user interface (GUI) and in its simplified " plug-and-play" features. There were also major changes made to the core components of the operating system, such as moving from a mainly cooperatively multitasked 16-bit architecture to a 32-bit preemptive multitasking architecture, at least when running only 32-bit protected mode applications. Accompanied by an extensive marketing campaign, Windows 95 introduced numerous functions and feature ...
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SimLife
''SimLife: The Genetic Playground'' is a video game produced by Maxis in 1992. The concept of the game is to simulate an ecosystem; players may modify the genetics of the plants and animals that inhabit the virtual world. The point of this game is to experiment and create a self-sustaining ecosystem. ''SimLife'' was re-released in 1993 as part of the ''SimClassics Volume 1'' compilation, alongside '' SimCity Classic'' and ''SimAnt'' for PC, Mac and Amiga. Development The producers of ''SimLife'' refer to it as "The Genetic Playground". The game allows users to explore the interaction of life-forms and environments. Users can manipulate the genetics of both plants and animals to determine whether these new species could survive in the Earth's various environments. Players can also create new worlds with distinctive environments to see how certain species (earth's species or their own) fare within them. ''SimLife'' gives players the power to: * Create and modify worlds. * Create a ...
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SimCity (1989 Video Game)
''SimCity'', also known as ''Micropolis'' or ''SimCity Classic'', is a city-building simulation video game developed by Will Wright and released for a number of platforms from 1989 to 1991. ''SimCity'' features two-dimensional graphics and an overhead perspective. The objective of the game is to create a city, develop residential and industrial areas, build infrastructure, and collect taxes for further development of the city. Importance is placed on increasing the standard of living of the population, maintaining a balance between the different sectors, and monitoring the region's environmental situation to prevent the settlement from declining and going bankrupt. ''SimCity'' was independently developed by Will Wright, beginning in 1985; the game would not see its first release until 1989. Because the game lacked any of the arcade or action elements that dominated the video game market in the 1980s, video game publishers declined to release the title in fear of its commercia ...
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