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Sort order. Mar 11, Craig Maloney rated it it was amazing Shelves: code-retreat , game-development. An excellent insight into the thinking that made the excellent "Balance of Power" game. But rather than just a simple "this is what I did" Chris also illuminates the history that lead to the decision.
Balance of Power (video game) - Wikipedia
He also takes a chapter to explain the game design process behind the game and how it didn't emerge fully formed and ready for publishing. Thoroughly enjoyed reading this book. Mar 29, Jason rated it really liked it. This is of course, a book by Chris Crawford, the genius behind the classic computer game Balance of Power.
There are lots of interesting insights into the development process of software generally, and of the game itself. That in of itself makes it unusual. Crawford's thinking was that Mac users would be a little more sophisticated than the general game consumer, so they would be more accepting of a game of BoP's complexity. I played the game on the M This is of course, a book by Chris Crawford, the genius behind the classic computer game Balance of Power.
I played the game on the Mac, so he must have been right. He illustrates the central mechanisms of the game, like the crisis, coups, and Finlandization with historical anecdotes.
While Crawford is infintely smarter than I am, his illustrations are a little fascile, and wouldn't demonstrate much depth to even a casual student of the Cold War. Further, though it occassionally dips into the self-congratulatory, the book is a smoothe read. The reduction of complex international interactions into algorythms was suprisingly interesting as he walks the reader descriptively through them. The most interesting chapter to me dealt with the things he left out and why. One was Arms Control. While cards of Twilight Struggle deal with the major arms agreements, we really do not have a subsytem for this major component of the Cold War either.
Trade and a variety of other international considerations are gone. Its one of the beauties of his design that he did not weigh it down with a lot of distracting complexity. Its a temptation we see in action all too often now. Crawford did have to contend with the limitations of processors of the era, but still, it seems to have made a better game. I also learned quite a bit about the proper play of the game from the appendix illustration of the game. I did win the game, but had to save a lot to do it. Now I see there was a minimalist ethic running through the approach to intervention, and I should have been more selective.
Makes me want to download it again, adn give it a try. Anyway, if you have the kind of nostalgia for this game that I do, I commend this book to you. View 1 comment. Sep 12, Erik Graff rated it it was ok Recommends it for: computer game historians. Shelves: political-social-science. I bought my first pc in it, a Zenith-manufactured , being a replacement for a Commodore 64 and its first game a bit later almost immediately after having read a review of it in The Nation magazine.
The review was quite glowing. These will let you perform a variety of actions like open, push, talk to, pick up amongst others.
As you explore the game, you'll find objects to pick up and people to talk to — and hopefully some clues to help you find your friend! I also really enjoy the pixelated art style, which harks back to the days when point and click games were at their most popular. If you've ever felt the frustration of having too many keys on your keyring and having to spend ten minutes trying to find the one for your front door, you might not understand why someone would subject themselves to the same thing in a video game!
Unfortunately, the pile is quite large and you can only try one key at a time! You could get lucky and find the key you need straight away, or you could end up wading through a mountain of keys fretting about losing the one you want. It's easy to discard your unwanted keys by throwing them off the side of the map, but be warned — you could end up losing the right key and being stuck in the dungeon forever. The colourful design and moody synth music in the background are added benefits, giving you a reason to stick around long enough to find the key of your dreams.
When you get too frustrated to continue, you can also take pleasure in dragging whole piles of keys off the edge of the floor. Give it a go and see how quickly you can make it to the exit! You'll rocket jump your way around the platforms, trying to line up the perfect shot while avoiding enemy fire to get to the score limit first.
There are pickups to top up your remaining health as well as railguns and rocket launchers to give you the edge in a one-on-one conflict. Starting with a machine gun with an infinite supply of ammo, the railgun pickups are able to shoot through platforms and the rocket launchers explode into a large area of damage which can damage multiple opponents. Each level is part of the game's campaign mode, and each have a different score limit, time limit, number of bots, and difficulty handicap so no two levels are completely alike.
There's a freeplay mode too where you can pick your own level options and set your own difficulty level if the campaign mode isn't challenging enough. In a cyberpunk future of sci-tech, cyberjacking and memes, freelance Police-Detective Jonathan Murphy P. I begins a slow day at the office when a call comes in about the latest murdercide.
Murphy is tasked with investigating the crime scene — but must first quit "boogie-boarding the meme waves" and get out of his office. Like most point-and-click games, the right mouse button examines an object in the scene and the left mouse button performs actions upon said object. This time, however, when Murphy examines an object, his inner voice delivers a descriptive monologue dripping with similies and metaphors, sounding exactly like a veteran, grizzled film-noir character — whereas his normal speaking voice sounds like a morning radio DJ, with all the pep and enthusiasm that comes with it.
The game is a short parody, but it's beautifully drawn and fully voice acted. It's also loaded with puns and jokes that are so bad they're good! Some of the best jokes are hidden in the examination monologues — so you should examine absolutely everything! You're only given a word or phrase with no prompt on how you should draw it.
You could be the next Da Vinci — but it won't make a difference. Normally a computer would struggle to tell the difference between one person's drawing of a cat and another's — but Google's experimental 'neural network' artificial intelligence means that the more the game is played, the better at guessing it will become. It doesn't just look at your final image to guess your picture — it looks at which strokes you make first, the direction of lines and the smaller details.
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Put it to the test today and see what a start-of-the-art AI can do! There's a great use of space, with rooms appearing from beneath the desert every time you step on a new floor switch. Secret doors open, new corridors are formed, and new traps are revealed with every new switch. Some switches open new rooms — while others will reveal hidden traps and safe paths while you're standing on them. The game will only take a few minutes to complete, but it's a very relaxed adventure with plenty of challenging moments to make the ending feel worthwhile.
8 best strategy games for PC and Mac you can play today
It's a fairly basic tiny pixel art game, but one full of charm and the music is enjoyable too. It feels like a taster for a much larger game — one that we'd definintely want to play! It's a puzzle platformer with a difference — in that you must navigate a series of increasingly difficult environments to reach the end goal, but you've lost all sense of depth perception! Platforms are coloured in either super-bright white or shadeless black, which become invisible when the background, the walls and the floors all match the same colour! Sometimes, what looks like a solid platform is really just a black or white hole, leading to the similarly coloured floor below.
All 16 levels start the same way, with you walking around the environment and platforms. You'll need to inspect them from different angles to work out the best way to navigate to the end goal: a glowing yellow box. The only way you can see these platforms is by contrasting them against an object with their opposing colour — so you'll often need to memorise the paths and gaps leading to the end.
This frustrating puzzler is ultimately very rewarding, however, when after countless retries you finally manage to complete a level. Sometimes, all it takes is a leap of faith!