Factbites
 Where results make sense
About us   |   Why use us?   |   Reviews   |   PR   |   Contact us  

Topic: Thrust (computer game)


Related Topics

In the News (Tue 22 Dec 09)

  
  Gamestudies - Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing ...
The main problem with studying and analyzing games in terms of their effects on cognitive states is that it is founded on a rather simplistic model of communication.
The basic thrust of the more positively laden arguments are that, since computer gaming seems to be such a motivating and rewarding experience, games might be a way of making learning more fun and pleasurable, and, by the same token, more effective and relevant (Kirriemuir and Mcfarlane, 2004).
I have attempted to show that models where the effects of computer games on cognition and learning are sought, are problematic for several reasons; the most important being that they do not enable us to investigate how computer gaming is enacted or the meanings which are constituted in relation to game playing.
gamestudies.org /0601/articles/arnseth   (5894 words)

  
  The Oracle: Essays
Computer games come equipped with their own tool chest of powerful techniques for enhancing the 'realism' of an artificial experience.
Computer story-games, on the other hand, have an inverse set of strengths and weaknesses: they can show you the imaginary milieu and thrust you into a pitched gun battle, but they ask your imagination to supply the 'interaction and 'open-endedness' that complete the escapist milieu.
The bad news is that these games are likely to prove more digestible to mass audiences and the more fickle members of the paper-and-pencil audience than their more traditional cousins, perhaps robbing the paper-and-pencil industry of its economic well being.
www.rpg.net /oracle/essays/computerstory-games.html   (1280 words)

  
 [No title]   (Site not responding. Last check: 2007-09-21)
The intense dialogue fostered by Computer Gaming World and other forums within the computer gaming industry/subculture has led to the formulation of a computer game canon (the Hall of Fame printed in every issue of CGW ; SimCity is one of the 27 present members) and several provisional theories of computer gaming.
Computer game critics are divided over how much authority to grant the designer as the source of meaning in the text.
Computer games, then, mark a fundamental challenge to familiar conceptions of individual autonomy - notions which in many ways have served to obscure the degree to which individuals are shaped, limited, and ideologically interpellated by the currents of power in capitalist society.
www.eff.org /Net_culture/Folklore/Games/making_sense_of_software.paper   (5180 words)

  
 GameSurge - Computer Game Review - Silver
The game’s music is repetitively looped, which is bothersome to many gamers, especially me. The music is very pleasant to hear, calm, and fits very well in the game world.
I was quite annoyed that each time an area of the game is loaded, you waste a few seconds (depending on your CD speed) waiting for the area to load (a rotating logo of Silver shows this loading time).
Before getting the full game, I must recommend that you must download the Silver demo to find out for yourself if this is a game that you would be interested in.
www.gamesurge.com /pc/reviews/silver.shtml   (2561 words)

  
 Creating Fantasy Worlds That People Pay to Enter
But then, none of this is unexpected, for inside the insular computing gaming world, Garriot, the creator of the popular 18-year-old Ultima series of Dungeons and Dragons-style computer games, has a reputation for building elaborate and compelling fantasy worlds.
This month, Garriot, who is the son of an astronaut and an artist and who wrote his first computer game when he was 15, has embarked on his boldest experiment yet in creating a world that blends fantasy computer games, the Internet and a mass audience.
The combined sales of video games, computer games and arcades are forecast by the Interactive Digital Software Association to reach $5.3 billion in 1997, compared with about $5 billion for Hollywood's box-office movie revenues.
partners.nytimes.com /library/cyber/week/102097gamester.html   (1600 words)

  
 Game Reviews, Game Articles, Game Previews - The GameWire from Gamefest.com   (Site not responding. Last check: 2007-09-21)
Also, while there are many games these days in the boardgame space that interest me, there are very few in the space of computer games, which is obviously a reflection of how the computer is being used rather than what you can do with a computer.
Currently I have 4 games in the hands of European publishers, which they have expressed interest in, but haven't committed to, one game in the hands of Winning Moves, which is all but committed to, and two games in the queue at Wizards of the Coast, which are committed to.
In computer games in particular I strongly believe that is the case, but innovation is very slow in such expensive, hit driven fields.
www.gamefest.com /news/feature_detail/2724_0_3_0_C   (5129 words)

  
 Thrust (computer game) - Wikipedia, the free encyclopedia
Thrust is a computer game originally for the BBC Micro and Acorn Electron.
The game idea is based on arcade game Gravitar.
The realistic physics and pixel perfect collision detection were two of the main attractions of the game.
en.wikipedia.org /wiki/Thrust_(computer_game)   (531 words)

  
 ClassicGaming.com - Game of the Week   (Site not responding. Last check: 2007-09-21)
It's a testament to the popularity of the Atari 2600 that people are still producing games for it over 20 years after it hit the market.
Thrust seems to have been often overlooked by many Commodore 64 users, but hardcore gamers and programmers fell in love with it.
The difficulty serves as an enticement to keep playing the game, and therein lies what separates a "challenging" game from one that is simply too hard.
www.classicgaming.com /rotw/thrust.shtml   (862 words)

  
 Computer Space Videogame by Nutting Associates (1971) - The International Arcade Museum and the KLOV
The game is a basic space-war type game where single players control a rocket ship and face off against two flying saucers or, in the two-player version, players battle each other.
The object of the game is for the player to have the rocket ship to destroy the flying saucers more times than the flying saucers can destroy the rocket ship, the player must also try to have the rocket ship outscore the flying saucers in order to get extended play in hyperspace.
Some common games show up as very rare here because collectors don't want them (they are common because arcade operatos might be sitting on tons of them in warehouses), while some fairly scarce games are grabbed by collectors every time they show up.
www.klov.com /game_detail.php?letter=&game_id=7381   (850 words)

  
 Computer and Video Games Come of Age
They'll give you a great game of chess; they'll give you a great death match, It's really hard to make them, you know, have a conversation with you or have a character show emotion because you have limitations of computer graphics and you have these kinds of rule-based models, which tend to seem robotic, automatic.
One of the easy ways we discovered early on to tell a story using a computer game is to create a virtual map and have you start at the beginning of it and walk through it and try to find something at the end, and that gives you what we recognize as a narrative.
I'm Alex Rodberg from Impressions Games out in Cambridge, and I wonder if you'd speak to, as far as narratives, the fact that most stories for most computer games are written with probably a 14-year-old in mind when in fact most of the audience is actually over 35.
web.mit.edu /cms/games/screening.html   (4815 words)

  
 MacGamer - Get In The Game
Descent is one of the first games to take advantage of the 3D acceleration, drawing the animation from 3 to 10 times faster than machines without the card.
While you start the game with three ships, and are awarded additional ones for achieving certain score levels or finding free-ship powerups, you can also save your game at any time.
The game ships only on CD-ROM and, although the game installs fully onto your hard drive, the CD must be present in the CD-ROM drive for the game to run.
www.macgamer.com /features/?id=397   (2054 words)

  
 CS 248 1999 Video Game Competition
It is different from other first-person shooter games like Doom or Quake, because you have full control of your fire (you aim using crosshairs instead of just firing in the middle of the screen) but unlike Virtua Cop you also have full control of the movement of your character.
The game feautured multiresolution terrain, composed of Bezier curves for each grid square, that could be tesselated to varying degrees depending on distance to the viewer.
The objective of the game is to fly around the environment and practice maneuvers such as taking off, landing, and flying by hazardous terrain and, of course, avoid crashing.
graphics.stanford.edu /courses/cs248-videogame-competition/cs248-99   (1478 words)

  
 Lora's Computer Game Reviews: Fun Role-Playing/Adventure Games for Busy People
It's rare that a computer game I pick out of the bargain bin turns out to be worth the effort, but this low-budget CRPG was a pleasant surprise.
This imaginative graphic adventure game is marred by interface woes and glitchy puzzles, but serves up a clever bifurcating plot that allows players to choose different endings depending on their perceptions of the heroine's priorities.
This game features beautiful photography and a creative premise--a Mystlike adventure set in an alternate-reality version of a real-life Italian island, which you are thrust into by a twist of fate that causes you and a boy from the alternate universe to switch bodies.
www.angelfire.com /hero/tjekanefir/games.htm   (3432 words)

  
 GameSpy.com - Review
The invading and thrusting is all turn-based, so you'll have plenty of time to plan your grand strategy.
The game ships with six campaigns, each beginning at a key point in the war (such as Operation Overlord) and continuing through the end of the war.
An editor is included for designing your own campaigns, and for those who tire of playing the computer, the game offers play by e-mail and hot-seat gaming.
archive.gamespy.com /reviews/august02/scet   (602 words)

  
 "Fire Emblem: Path of Radiance"/ a game review from Christian Spotlight
You begin the game as Ike, the son of the mercenary commander Greil.
Through some unforseen circumstances, Ike is thrust into leadership of his father's band of mercenaries, and you get to be the tactician.
There is a strong message of racial reconciliation throughout most of the game, as the nation of human 'beorc' and beast 'laguz' work to resolve their differences.
www.christiananswers.net /spotlight/games/2006/fire_emblem-por.html   (780 words)

  
 ClassicGaming.com - Features   (Site not responding. Last check: 2007-09-21)
To go along with our Game of the Week spotlight on Thrust, the new Atari 2600 game by Thomas Jentzsch, we asked a few questions of the man himself.
When I saw the new homebrewed games for the 2600 (especially Oystron and This Planet Sucks), I thought it would be nice do create my own Atari game.
TJ: The C64 version of Thrust is one of my all-time favorite computer games, but not many people know it.
www.classicgaming.com /features/thrust   (680 words)

  
 GameGal.com, Video game news reviews, girl gamers, playstation, xbox, gamecube
The original Soul Reaver game was a spin-off of an earlier game, Blood Omen: Legacy of Kain.
As a half-ghost, half-vampire, you survive by sucking souls instead of blood, and your quest is to seek revenge on Kain.
And though there's a brief history included in the game manual and on the disk, there's still a good chance that, if you didn't finish the original, you'll have no idea what's going on.
www.gamegal.com /soulreaver2   (679 words)

  
 RPG: Table and Computer - Games
They are quite evident: everyone perceives the game in his own way (with the help of his imagination), but at the same time, if the game is rather good, a special "field" of common perception and mood is formed.
Strange as it may seem but computer games are based just on the table systems and the developers of the former ones don't aim to overcharge machines with numerous correlations and parameters.
If you are old enough to remember the early days of computer gaming you know there were a lot of great games that were fun because of the exceptional gameplay and not just the graphics.
www.shockarcade.com /articles/36810.php   (2868 words)

  
 Review Body
Rogue Squadron 3D is the latest computer game built on the successful Star Wars franchise, and it is truly a game worthy of the Star Wars logo.
At the time, this title broke several technological barriers on both systems, and while the game play was full of action, there were several complaints about the later levels in the game which were basically just another 3D action/shooter game, and not a very good one at that.
The music is perfectly matched to the game and even though it's based on the classic music we all know by heart, he's managed to mix it up enough so that it never becomes boring.
www.gamechronicles.com /reviews/pc/rs3d/body.htm   (1751 words)

  
 PUBLISHED GAMES OF SID SACKSON
Unfortunately, the game was so altered in this version that it would be impossible to play the original version of the game with it.
The game is a weird kind of "test your psychic powers" game.
Fortunately, this is easily fixed by adding an additional rule to the game that cards are only returned to their respective stacks after a player is done with their turn.
www.gamersalliance.com /sidpubm.htm   (543 words)

  
 Activision's Commodore 64 15 Pack
As with any industry that begins to experience rapid growth, the computer game industry is beginning to undergo a growing sense of nostalgia.
Gamers are increasingly looking back at the old days of computer gaming with misty eyes reminiscing about the uniqueness, depth, and creativity shown in the early titles.
I spent a lot of time reading the profiles of these computer game pioneers and how they came up with the ideas for their games.
www.worldvillage.com /wv/gamezone/html/reviews/c64revu.htm   (648 words)

  
 [No title]
The game is easily customized with a user-programmable scripting language based on Java(tm) that will allow users to write their own scripts to reprogram monsters, change game constants, even change the rules of netgames.
The story driving the game is exceptionally well developed, wherein a pantheon of Fallen Lords and their minions lay waste to the denizens of a fantasy world.
Another aspect of the game is that the camera is free to move over the battle field and to provide unique zoomable and ever changing cinematic views.
www.thecomputershow.com /computershow/previews/myth.htm   (1040 words)

  
 MethodShop: Spacewar - The 1st Computer Game
These days, gaming is a billion dollar industry, but it all started as an experiment in 1962 by a programmer from MIT named Steve Russell.
Back in 1962, computers were considered "serious tools" and were only used by governments, universities and corporations - not exactly your average gaming consumers.
back then a computer as powerful as a psp would probably be as big as an entite building.
www.methodshop.com /2006/01/spacewar-1st-computer-game.shtml   (1058 words)

  
 Gothic (computer game) - Wikipedia, the free encyclopedia
The game is characterized by an open-ended game world in which the (unnamed) hero (usually referred to as the Nameless Hero) must initially choose sides among a set of opposed factions (each faction having its own set of side plots), then slowly return to a central plotline common to the entire game.
The Game begins with the Nameless Hero thrust into the barrier, and soon afterward befriended by Diego, one of the shadows from the Old Camp.
The lack of polish the games showed (in terms of somewhat outdated graphics at the time of first release in the US, which was far behind the original German release, and a host of minor bugs) also diminished its sales.
en.wikipedia.org /wiki/Gothic_(computer_game)   (1966 words)

  
 oreilly.com -- Online Catalog: Physics for Game Developers
Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.
While I sometimes write for Windows, most of my game coding is actually done on another platform, yet I did not find the Windows-based C code included to be a hinderance.
Oh yeah, and good physics...in fact surveys of game players have found that the single factor most likely to ruin a game for them is attributable to poor physics--in other words, things not working the way players expect.
www.oreilly.com /catalog/physicsgame/reviews.html   (2487 words)

  
 thrust - OneLook Dictionary Search
verb: impose or thrust urgently, importunately, or inexorably
Phrases that include thrust: thrust fault, cut and thrust, thrust ahead, thrust out, squat thrust, more...
Words similar to thrust: shove, drive, force, hurl, hurtle, jab, jabbing, lunge, pierce, poke, poking, push, squeeze, stab, stuff, thrusting, crux, driving force, knife thrust, push up, more...
www.onelook.com /?loc=pub&w=thrust   (460 words)

  
 H A L F - L I F E 2
HALF-LIFE sends a shock through the game industry with its combination of pounding action and continuous, immersive storytelling.
Freeman is thrust into the unenviable role of rescuing the world from the wrong he unleashed back at Black Mesa.
With 40 distinct facial "muscles," human characters convey the full array of human emotion, and respond to the player with fluidity and intelligence.
www.half-life2.com /overview.html   (360 words)

  
 Game Reviews: SubSpace
Virgin Interactive has clearly put a lot of thought into this game and has worked hard during the testing period to make sure it is rock solid.
Download and installation are a snap, and there's an interactive tutorial that teaches the basics of flying and shooting before players are cast among the wolves.
The game's chat system is a marvel of usability, giving players the ability to broadcast to the whole arena, just their team, or a single person.
www.scifi.com /sfw/issue46/games.html   (514 words)

Try your search on: Qwika (all wikis)

Factbites
  About us   |   Why use us?   |   Reviews   |   Press   |   Contact us  
Copyright © 2005-2007 www.factbites.com Usage implies agreement with terms.