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Richard Allen Garriott de Cayeux (né Garriott; born 4 July 1961) is a British-born American video game developer, entrepreneur and private astronaut.. Garriott, who is the son of NASA astronaut Owen Garriott, was originally a game designer and programmer, and is now involved in a number of aspects of computer-game development.
Space: 1889 is a tabletop role-playing game of Victorian-era space-faring, [2] created by Frank Chadwick and originally published by Game Designers' Workshop (GDW) from 1989 to 1990. It was the first roleplaying game to feature space colonization using steam technology in the style of Jules Verne , H.G. Wells , and Arthur Conan Doyle in what ...
Tomohiro Nishikado (西角 友宏, Nishikado Tomohiro, born March 31, 1944) is a Japanese video game developer and engineer.He is the creator of the arcade shoot 'em up game Space Invaders, released to the public in 1978 by the Taito Corporation of Japan, often credited as the first shoot 'em up [1] and for beginning the golden age of arcade video games. [2]
Players control a space pilot who battles the eponymous Sinistar, a giant, anthropomorphic spacecraft. The game is known for its use of digitized speech and high difficulty level. [6] [7] Although not ported to home consoles, aside from Williams Arcade's Greatest Hits, Sinistar was included in multiple arcade compilations.
The game's title derives from one of the player's goals of raising their combat rating to the exalted heights of "Elite". Elite was one of the first home computer games to use wire-frame 3D graphics with hidden-line removal. [4] It added graphics and twitch gameplay aspects to the genre established by the 1974 game Star Trader. [5]
The first two Space Quest games allowed the player to choose the character's name, which defaulted to Roger Wilco if left blank. This feature was later removed in the remake of the first game. Roger is originally a janitor from the planet Xenon of the Earnon system.
It consists of the character creation module and two additional game scenarios. [6] Mullich wrote Space II as an exercise in risk-benefit analysis. [citation needed] The character is presented with dangerous options throughout the game, and the player must determine whether the potential rewards are worth the possible risks.
The game was considered revolutionary for its pseudo-3D elements, [17] becoming the first adventure game to allow the player character to move in front of, behind, or over other objects on the screen. [8] [12] It was also the first computer game to support the 16-color EGA standard, [12] setting a new standard for future graphic adventure games ...