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Worms (computer Game)
''Worms'' is a 2D Artillery game, artillery Strategy video game, tactical video game developed by Team17 and released in 1995. It is the first game in the Worms (series), ''Worms'' series of video games. It is a turn based game where a player controls a team of worms against other teams of worms that are controlled by a computer or human opponent. The aim is to use various weapons to kill the worms on the other teams and have the last surviving worm(s). Gameplay ''Worms'' is a turn-based artillery game, similar to other early games in the genre such as ''Scorched Earth (video game), Scorched Earth''.''Worms'' game manual (Atari Jaguar, US) Each player controls a team of several worms. During the course of the game, players take turns selecting one of their worms. They then use whatever tools and weapons are available to attack and kill the opponents' worms, thereby winning the game. Worms may move around the terrain in a variety of ways, normally by walking and jumping but also ...
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Team17
Team 17 Digital Limited (Team17) is a British video game developer and Video game publisher, publisher based in Wakefield, England. The venture was created in December 1990 through the merger of British publisher 17-Bit Software and Swedish developer Team 7. At the time, the two companies consisted of and were led by Michael Robinson, Martyn Brown and Debbie Bestwick, and Andreas Tadic, Rico Holmes and Peter Tuleby, respectively. Bestwick later became Team17's chief executive officer until 1 January 2024. After their first game, ''Full Contact'' (1991) for the Amiga, the studio followed up with multiple number-one releases on that platform and saw major success with Andy Davidson (game designer), Andy Davidson's ''Worms (1995 video game), Worms'' in 1995, the resulting franchise of which still remains as the company's primary development output, having developed over 20 entries in it. Through a management buyout performed by Bestwick, both Robinson and Brown departed from Team17 ...
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Sega Saturn
The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the successful Sega Genesis, Genesis. The Saturn has a dual-Central processing unit, CPU architecture and eight processors. Its games are in CD-ROM format, including several Porting, ports of arcade games and original games. Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D computer graphics, 3D Sega Model 1, Model 1 arcade hardware debuted. The Saturn was designed around a new CPU from the Japanese electronics company Hitachi. Another video display processor was added in early 1994 to better compete with the 3D graphics of Sony Interactive Entertainment, Sony's forthcoming PlayStation (console), PlayStation. The Saturn was initially successful in Japan but not in the United States, where it was hindered by a surprise ...
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Third Generation Of Video Game Consoles
In the history of video games, the third generation of Video game console, video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer (commonly abbreviated to ''Famicom'') and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of Home video game console, home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo (which started in 1980) and the Milton Bradley Company, Milton Bradley Microvision (which came out in 1979) that were sold at the time are both considered part of the previous generation due to Second generation video game console, hardware typical of the second generation. Improvements in technology gave ...
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Microcomputer
A microcomputer is a small, relatively inexpensive computer having a central processing unit (CPU) made out of a microprocessor. The computer also includes memory and input/output (I/O) circuitry together mounted on a printed circuit board (PCB). Microcomputers became popular in the 1970s and 1980s with the advent of increasingly powerful microprocessors. The predecessors to these computers, mainframes and minicomputers, were comparatively much larger and more expensive (though indeed present-day mainframes such as the IBM System z machines use one or more custom microprocessors as their CPUs). Many microcomputers (when equipped with a keyboard and screen for input and output) are also personal computers (in the generic sense). An early use of the term "personal computer" in 1962 predates microprocessor-based designs. ''(See "Personal Computer: Computers at Companies" reference below)''. A "microcomputer" used as an embedded control system may have no human-readable input and ...
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Scorched Earth (video Game)
''Scorched Earth'' is a shareware artillery game, artillery video game. It was released for MS-DOS in 1991, originally written by Wendell Hicken using Borland C++ and Turbo Assembler. Players control tanks to do Turn-based strategy, turn-based battle in two-dimensional terrain, adjusting the angle and power of each tank turret before each shot. ''Scorched Earth'' adds destructible terrain and a variety of extreme weapons to the artillery formula. Gameplay ''Scorched Earth'' is one of many games in the genre of "turn-based Artillery game, artillery games". Such games are among the earliest computer games, with versions existing for mainframes with only teletype output. ''Scorched Earth'', with a plethora of weapon types and power-ups, is considered the modern archetype of its format. The game has a wide variety of customization options from gravity, wind, money, meteorite showers, and a similarly large pool of different payloads, allowing for a large amount of entirely different ...
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Artillery Game
Artillery games are two- or three-player (usually turn-based) video games involving tanks (or simply cannons) trying to destroy each other. The core mechanics of the gameplay is almost always to aim at the opponent(s) following a ballistics, ballistic trajectory (in its simplest form, a parabola, parabolic curve). Artillery games are among the earliest computer games developed; the theme of such games is an extension of the original uses of computer themselves, which were once used to calculate the trajectories of rockets and other related military-based calculations. Artillery games have been described as a type of "Shooter game, shooting game", though they are more often classified as a type of strategy video game. History Early precursors to the modern artillery-type games were text-only games that simulated artillery entirely with input data values. One of the earliest known games in the genre is ''War 3'' for two or three players, written in FOCAL (programming language), ...
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Turn-based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in '' Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multi ...
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Worms Scrapyardscreenshot
The World Register of Marine Species (WoRMS) is a taxonomic database that aims to provide an authoritative and comprehensive catalogue and list of names of marine organisms. Content The content of the registry is edited and maintained by scientific specialists on each group of organism. These taxonomists control the quality of the information, which is gathered from the primary scientific literature as well as from some external regional and taxon-specific databases. WoRMS maintains valid names of all marine organisms, but also provides information on synonyms and invalid names. It is an ongoing task to maintain the registry, since new species are constantly being discovered and described by scientists; in addition, the nomenclature and taxonomy of existing species is often corrected or changed as new research is constantly being published. Subsets of WoRMS content are made available, and can have separate badging and their own home/launch pages, as "subregisters", such as the ' ...
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Turn Based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in ''Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multiplaye ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. The history of multiplayer video games extends over several decades, tracing back to the emergence of electronic gaming in the mid-20th century. One of the earliest ins ...
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Single-player Video Game
A single-player video game is a video game where input from only one player is expected throughout the gameplay. Video games in general can feature several game modes, including single-player modes designed to be played by a single player in addition to multi-player modes. Most modern console games, PC games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The '' Unreal Tournament'' series is one example of such. History The earliest video games, such as '' Tennis for Two'' (1958), '' Spacewar!'' (1962), and '' Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as '' Speed Race'' (1974) and ''Space Invaders'' (1978). The reason for this, according to Raph Koste ...
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