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| The initial document used to sell the idea behind the game is called the ____. |
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| The interactivity of the game is called the ____. |
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| This is the back story and introduction to the settings for the game. |
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| This is the environment that the player is in. |
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| When a game is approved for production, we create a _____ to plan out the technical and administrative aspects of the game's creation. |
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| ____ describes what the player is allowed to do and how the game is played. |
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| ____ describes how the virtual world we are creating will respond to the player. |
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| These are the tools the player can pick up and use. |
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| These are the objects in the world that can't be picked up, but can be operated in some manner. |
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| This section should describe the options that the player has outside of game play. |
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| This sections should describe the layout of the levels |
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| The ____ is a company that funds money for the project, and is responsible for the manufacturing, advertising, and wholesale distribution of the game. |
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| The ____ oversees an entire product line of games. |
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| The ____ is responsible for one game in a product line. |
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| The ____ may be assigned to each platform on which a game is being released - one for Windows, one for Apple, one for Sony Playstation, etc. |
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| The ____ will do research for the game, perform backups of software, and handle any coordination of shipping needed for the developer during a game's creation. (They are called "gophers.") |
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| ____ will test the game and catch bugs for the programmers during the creation phase of the game. |
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| ____ does the final check on the game before going ahead with manufacturing for the market release. |
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| ____ offers technical support for customers who purchase the software. |
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| The ____ supervises and manages the programming crew. |
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| In the physics of the game, this is the change in velocity objects may experience. |
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| In the physics of the game, this is the acceleration downward for realism. |
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| In the physics of a game, this is force against motion from a surface. |
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| In the physics of a game, this is how objects respond when they strike one another. |
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| ____ is the creation of flat, 2D images that will be used in the game for backgrounds, the user interface that the player will see on screen to monitor their surroundings, or their character's health, etc. |
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| ____ involves the creation of 2D images that will move on screen. |
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| ____ entails "sculpting" the shape of objects in the game. |
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| ____ means giving the 3D figures the ability to move. |
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| This part of video game sound drives the emotional element of the game. |
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| This part of video game sound establishes the environment the player is in. |
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| This part of video game sound is typically event-based, triggered by player decisions. |
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| This part of video game sound conveys information to the player, and helps deliver the storyline. |
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| The ____ is in charge of determining how many points are gained or lost depending on action in the game, and makes the game fair to the player. |
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| The ____ is in chage of creating the missions or levels that the player will go to during the course of game-play. |
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| This part of the game loop is the communication between the game and the operating system on the computer. Without this communication, the program will crash! |
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| This part of the game loop looks at all the inputs (joystick, keyboard, mouse, etc) compatible with the game. Any action or request from the player is picked up in this stage. |
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| This part of the game loop takes the information supplied and updates object positioning due to player action. |
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| This part of the game loop draws the image onto the computer screen. |
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| API (application programming interface) |
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| This tool is a combination of technologies designed to allow the software developers to focus on the creation of a program without having to write hardware-specific code. |
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| ____ is a set of libraries that convert generic hardware commands into specific commands for particular pieces of hardware that use the Windows OS. |
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| ____ is a software interface for graphics hardware, and can be used on different operating systems and platforms, for real-time 3D applications like video games, virtual-reality games, and animation software. |
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| 1952, A.S. Douglas, "Noughts and Crosses" for EDSAC |
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| 1st computer game, year, author |
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| 1958, William Higinbotham, "Tennis for Two" |
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| MIT student Steve Russell programs this video game (later most traded file on ARPANET) |
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| the Magnavox Odyssey (1972), Ralph Baer |
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| 1st home console video game |
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| 1st spokesperson for video games in advertisement |
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| year that Nolan Bushnell makes "Computer Space" into first coin-op |
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| "Computer Space" by Nolan Bushnell (1971) |
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| 1st coin-operated arcade video game |
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| year that Nolan Bushnell forms Atari |
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| 1st game released by Atari = 1st commercially popular video game |
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| 1st censored video game, due to violence |
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| game created by Steve Jobs and Steve Wozniak when they were still working for Atari |
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| year that Space Invaders (from Japan) was released in US |
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| year that Atari releases Asteroids |
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| year that Pac-Man is released |
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-its appeal to large demographic -merchandising -spawns many sequels |
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| Pac-Man (originally PUCK-MAN) was important because of... |
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| Most popular arcade game ever released |
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| year Donkey Kong was released (originally Monkey Kong) |
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| the year of the video game industry SLUMP (industry drops almost 50%) |
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-lack of retailer confidence -bad economy -popularity of computer-based game systems (+ Atari's failures with I, Robot and E.T.) |
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| What are 3 factors contributing to the 1983 video game SLUMP? |
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| 1st video game to use laserdisc technology |
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| 1st video game to use 3D polygon models, but did very poorly |
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| Time Traveler by Sega (1991) |
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| The Channel F Video Entertainment System (1976) |
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| 1st programmable cartridge home system, did poorly |
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| year that PONG was released under Sears brand Telegames |
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| year that Atari VCS (later renamed Atari 2600) was released |
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| What game fueled sales for the Atari VCS (aka 2600) after the first two slow years? |
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| year that Magnavox releases the Odyssey 2 |
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| Mattel Intellivision (1982) |
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| Which system had superior graphics compared to the Atari 2600, but still lost |
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| This system primarily ran arcade ports, and was the top-selling system in 1983. |
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| year that NES came out, pulled video game industry out of the slump, and outsold the competition 10 to 1 during its lifetime |
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| year that things fell apart in the Nintendo/Sony partnership to create a CD-ROM attachment to the SNES |
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| Wolfenstein 3-D on PC (1992) |
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| this game signified the birth of the first person shooter |
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| ESRB (Entertainment Software Rating Board) |
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| Established in 1993 to add ratings to video games |
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| Sony Playstation, Sega Saturn |
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| In 1995, two CD-based systems were released; they were _____ and _____. |
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| last Nintendo console to be cartridge based |
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| PS2 is released, with the infamous "Christmas of ____" shortage |
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| In 2001, both Microsoft and Nintendo release their answers to the PS2, which were the... |
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| year that Sega left the hardware business |
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1) Challenge 2) Socialize 3) Emotional Experience 4) Escape Reality |
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| 4 Basic Elements players want from a video game |
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| Internal Document (programming) and External Document (business & marketing) |
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| The 2 sections of the Design Document |
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| 2 companies involved in the creation of a video game |
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| software that adjusts animation based on player input (ie does the work, the "motor") |
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1) HandleWindowsMessages 2) GetInput 3) Process Data 4) Render |
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| the repetitive operation part of a game engine is called a _____ |
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| Games require ____ rendering to remain in real time, unlike feature film animation. |
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| # of pixels that can be rendered per second |
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