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BASIC Computer Games is a compilation of type-in computer games in the BASIC programming language collected by David H. Ahl. Some of the games were written or modified by Ahl as well. Among its better-known games are Hamurabi and Super Star Trek.
Many of these ports were originally mainframe computer games. 101 BASIC Computer Games was a best seller with more than 10,000 copies sold, more sales than computers in existence at the time. Its second edition in 1978, BASIC Computer Games, was the first million-selling computer book. As such, the BASIC ports of mainframe computer games ...
As the popularity of BASIC grew in this period, computer magazines published complete source code in BASIC for video games, utilities, and other programs. Given BASIC's straightforward nature, it was a simple matter to type in the code from the magazine and execute the program. Different magazines were published featuring programs for specific ...
In 1981 they re-released the unit with the BASIC cartridge included for free, this time known as the Bally Computer System, with the name changing again, in 1982, to Astrocade. It sold under this name until the video game crash of 1983 , and then disappeared around 1985.
Brain Games is a collection of memory video games programmed by Larry Kaplan and released by Atari, Inc. for the Atari 2600 in 1978. [1] It is a group of memory games, [2] in which the player is faced with outwitting the computer in sound and picture puzzles. [3] It can be played as either a one or two player game. [4]
Atari BASIC is an interpreter for the BASIC programming language that shipped with Atari 8-bit computers. Unlike most American BASICs of the home computer era, Atari BASIC is not a derivative of Microsoft BASIC and differs in significant ways. It includes keywords for Atari-specific features and lacks support for string arrays.
That year, Computer Gaming World published a survey of ten game publishers that found that they planned to release forty-three Commodore 64 games that year, compared to nineteen for Atari and forty-eight for Apple II, [44] and Alan Miller stated that Accolade developed first for the C64 because "it will sell the most on that system".
Separation of game-specific rules and data from basic concepts like collision detection and game entity meant that teams could grow and specialize. [ 10 ] Later games, such as id Software 's Quake III Arena and Epic Games 's 1998 Unreal were designed with this approach in mind, with the engine and content developed separately.