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Simcity 2000 Manual
™ THE ULTIMATE CITY SIMULATOR USER’S MANUAL Title Pages 3/25/98 12:00 PM Page 1 ª THE ULTIMATE CITY SIMULATOR USER MANUAL by Michael Bremer On the whole I’d rather be in Philadelphia. – W.C. Fields (1879-1946) Credits The Program Designed By: Fred Haslam and Will Wright IBM Programming: Jon Ross, Daniel Browning, James Turner Windows Programming: James Turner, Jon Ross Producer: Don Walters Art Director: Jenny Martin Computer Art: Suzie Greene (Lead Artist), Bonnie Borucki, Kelli Pearson, Eben Sorkin Music: Sue Kasper, Brian Conrad, Justin McCormick Sound Driver: Halestorm, Inc. Sound Effects: Maxis Sample Heds, Halestorm, Inc. Technical Director: Brian Conrad Newspaper Articles: Debra Larson, Chris Weiss Special Technical Assistance: Bruce Joffe (GIS Consultant), Craig Christenson (National Renewable Energy Laboratory), Ray Gatchalian (Oakland Fire Department), Diane L. Zahm (Florida Department of Law Enforcement) The Manual Written By: Michael Bremer Copy Editors: Debra Larson, Tom Bentley Documentation Design: Vera Jaye, Kristine Brogno Documentation Layout: David Caggiano Contributions To Documentation: Fred Haslam, Will Wright, Don Walters, Kathleen Robinson Special Artistic Contributions: John “Bean” Hastings, Richard E. Bartlett, AIA, Margo Lockwood, Larry Wilson, David Caggiano, Tom Bentley, Barbara Pollak, Emily Friedman, Keith Ferrell, James Hewes, Joey Holliday, William Holliday The Package Package Design: Jamie Davison Design, Inc. Package Illustration: David Schleinkofer The Maxis Support Team Lead Testers: Chris Weiss, Alan -
Artificial Intelligence, Counseling, and Cognitive Psychology
DOCUMENT RESUME ED 376 423 CG 025 844 AUTHOR Brack, Greg; And Others TITLE Artificial Intelligence, Counseling, and Cognitive Psychology. PUB DATE Apr 94 NOTE 38p.; Paper presented at the Annual Meeting of the American Educational Research Association (New Orleans, LA, April 4-8, 1994). PUB TYPE Speeches/Conference Papers (150) Information Analyses (070) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS *Artificial Intelligence; Cognitive Processes; *Cognitive Psychology; Computers; *Computer Simulation; *Counseling; *Counselors; Epistemology; Heuristics; Learning Processes; Logical Thinking; Simulated Environment; *Simulation ABSTRACT With the exception of a few key writers, counselors largely ignore the benefits that Artificial Intelligence (AI) and Cognitive Psychology (CP) can bring to counseling. It is demonstrated that AI and CP can be integrated into the counseling literature. How AI and CP can offer new perspectives on information processing, cognition, and helping is focused upon. Some of the various computer simulations developed by the authors along with those programs available from software publishers, are reviewed. Such programscan provide a potent means of simulating various counseling related systems. Besides providing insights into clinical practice, such simulations can offer training and supervision experiences into CP studies of systems theory, emergent properties, and emotions. The rapid evolvement of AI and CP in the last few years means that the only major barrier to opening these fields to counseling applications is ignorance of their applicability and their availability. These technologies allow counselors to experience more empirical thought experimenting environments so that therapists can test these simulations against the real world of counseling. While these technologies will never replace more traditional research paradigms, they can become an invaluable adjunctive teaching and research tool for counseling professionals. -
The Covenant School David Naugle Dallas, Texas August 25, 2008
The Covenant School David Naugle Dallas, Texas August 25, 2008 The Academy of Popular Culture and Christian Education ~ Cultivating Inquiry ©David Naugle (various quotations welcome, but please do not use this presentation in its entirety without the permission of the author). SimCity “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.” — Maxis Catalog (advertising SimCity) Have you heard of or perhaps even played the video or computer game called SimCIty? In playing SimCity, where the prefix Sim is used as an abbreviation for “simulation” or “simulated,” players act as city leaders and city planners who design, develop, and govern their own ideal town or city. In SimCity, there are no specific goals or objectives to achieve. Rather, it is all about creating a world out of your own imagination. As the Maxis catalog advertising SimCity states, “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.”1 Since its release in the late 1980s, SimCity has spawned many derivatives, such as SimEarth, SimFarm, SimCopter, SimAnt, SimIsle, SimThemePark, SimSafari, and literally, SimEverything, the latter title describing what the creators of SimCity were apparently trying to accomplish overall. SimUniversity “Join a band, crash parties, find a part-time job, or get initiated into a secret society, print money, and cheat on your studies. How will your Sims enjoy their college years?” 2 1 Maxis Software Toys Catalog, p. 10, quoted in Ted Friedman, "Making Sense of Software: Computer Games and Interactive Textuality", available at http://www.duke.edu/~tlove/simcity.htm. -
Simcity Creator Ds Instruction Manual
Simcity Creator Ds Instruction Manual This was remade as SimCity DS. SimCity 4 (2003) was the second Notable for coming with a Doorstopper of an instruction manual. SimLife: SimCity meets. Log In needed · $10 · Sonic Chronicles - Nintendo DS Sim City Creator for Nintendo DS, in plastic case. Comes in original case with the instruction booklet. SimCity BuildIt is a spin-off game of the SimCity series for iOS and Android released.. Animal Crossing DS Game in great condition, the memory has been cleaned and comes with instruction booklet. Please Let's Go To The City Bratz The Movie High School Musical 3 Senior Year Dance Sim City Creator. SimCity is a city-building simulation game released in 1989 and designed by eventual Sims creator Will Wright. SimCity, being Maxis' first game and originally. Item, Photo, Description, Bids, High Bidder, Current Amount. Simcity Creator Ds Instruction Manual Read/Download Wii U · Nintendo 3DS · Wii · Nintendo DS · Contact Us · Repair Help Health & Safety Precautions Manual · Product Manuals · Privacy Notice · Terms of Use. SimCity Creator, SimCity Societies, SimCity Societies - Destinations, Skate 2, Skate Electronic Arts will mail a replacement Recording Medium and/or Manual to you. will need to follow the instructions for returns after the 90-day warranty period. Nintendo GameCube, Nintendo Wii, Nintendo DS, or Sony PlayStation. Find Super Mario in Nintendo DS / Buy or sell new or used video games & consoles in Cases and instructions included. of destruction $5 Sim city creator $15 Mario kart $25 Mario Party DS $25 Kirby super star ultra $35 Open to multi-item offers. -
Third Person : Authoring and Exploring Vast Narratives / Edited by Pat Harrigan and Noah Wardrip-Fruin
ThirdPerson Authoring and Exploring Vast Narratives edited by Pat Harrigan and Noah Wardrip-Fruin The MIT Press Cambridge, Massachusetts London, England 8 2009 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email [email protected]. This book was set in Adobe Chapparal and ITC Officina on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Third person : authoring and exploring vast narratives / edited by Pat Harrigan and Noah Wardrip-Fruin. p. cm. Includes bibliographical references and index. ISBN 978-0-262-23263-0 (hardcover : alk. paper) 1. Electronic games. 2. Mass media. 3. Popular culture. 4. Fiction. I. Harrigan, Pat. II. Wardrip-Fruin, Noah. GV1469.15.T48 2009 794.8—dc22 2008029409 10987654321 Index American Letters Trilogy, The (Grossman), 193, 198 Index Andersen, Hans Christian, 362 Anderson, Kevin J., 27 A Anderson, Poul, 31 Abbey, Lynn, 31 Andrae, Thomas, 309 Abell, A. S., 53 Andrews, Sara, 400–402 Absent epic, 334–336 Andriola, Alfred, 270 Abu Ghraib, 345, 352 Andru, Ross, 276 Accursed Civil War, This (Hull), 364 Angelides, Peter, 33 Ace, 21, 33 Angel (TV show), 4–5, 314 Aces Abroad (Mila´n), 32 Animals, The (Grossman), 205 Action Comics, 279 Aparo, Jim, 279 Adams, Douglas, 21–22 Aperture, 140–141 Adams, Neal, 281 Appeal, 135–136 Advanced Squad Leader (game), 362, 365–367 Appendixes (Grossman), 204–205 Afghanistan, 345 Apple II, 377 AFK Pl@yers, 422 Appolinaire, Guillaume, 217 African Americans Aquaman, 306 Black Lightning and, 275–284 Arachne, 385, 396 Black Power and, 283 Archival production, 419–421 Justice League of America and, 277 Aristotle, 399 Mr. -
Will Wright: the Mayor of Simcity
Will Wright: The Mayor of SimCity The innovative computer game SimCity has been overhauled. Now it's called SimCity 2000. By Kevin Kelly Wired: I gather that many fans of SimCity are fanatical players who know more about its population of sims than you, its designer, do. Wright: Yeah, a lot of people like the control aspect. To them it's sort of "I'm a god, you're my sim, obey me." But the sims don't obey. That's what makes it fun. If they obeyed you, what fun would that be? You're trying to keep this city together, but it keeps falling apart. That's what makes most really good games fun: When you have a certain amount of control, but then there's a certain amount of entropy in the system, and it's balanced just right between the two. It's life at the edge of chaos. Shit happens. Wired: Does your new version, SimCity 2000, have that ontheedge quality as well? Wright: I sure hope so. But of course I don't have a variable in there called "the chaos variable." So, to tune it I have to engineer a lot of little lowlevel variables to try and get the emergent behavior that will give me that edge of chaos to keep it from getting boring. Wired: Why go through all the trouble of another version? What's new in SimCity 2000 besides cooler visuals? Wright: In the old SimCity, you started with all the technology at once, but in this one you have to wait for things to become invented. -
News Briefs Simcity to Simfarm Shredded Paper Mulch Better Than
News Briefs New software Ohio State University study SimCity to SimFarm Shredded paper mulch The software producer Maxis has introduced a new companion title to its already successful SimCity and better than wheat straw SimAnt software packages. Called SimFarm, the new A recent study from Ohio State University has shown software was devised with the help of farming experts to that a new mulch has positive results when used in horticul- offer players the opportunity to succeed in their agribusiness tural and agricultural situations. The new mulch produced careers or lose their farms to the auctioneer's gavel. The higher yields, warmed the soil better, provided adequate players choose the equipment, buildings, seed, fertilizer, weed suppression and was environmentally friendly when pesticides and practices that they will need in their quest to compared to the control material, wheat straw. The new, battle the elements, in the forms of floods, droughts, and improved, low-cost mulch was made from shredded re- violent storms, to bring in a profitable crop and stave off cycled paper. possible bank foreclosures. Cornell University study compares clippings yields Low maintenance turf growth rates compared Cornell University compared the average clippings bluegrass and fine fescues to all dwarf tall fescues, all yield per cutting of eight mixtures of commercially-avail- bluegrasses, and all fine fescues. Each area was established able seed blends and found that blends with high hard under the same excellent seed bed conditions so difference fescue content produced the least amount of clippings per in establishment characteristics were minimized. The table cutting. The eight blends ranged from mixtures of ryegrass, lists the seed blend and their average clippings yields. -
The Politics of City Planning Simulations
DOCUMENT RESUME ED 384 539 SO 024 707 AUTHOR Kolson, Kenneth TITLE The Politics of City Planning Simulations. PUB DATE Sep 94 NOTE 22p.; Paper presented at the Annual Meeting of the American Political Science Association (New York, NY, September 1-4, 1994). PUB TYPE Speeches/Conference Papers (150) Reports Descriptive (141) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *City Government; *Community Planning; *Computer Simulation; Educational Games; Human Geography; Land Use; *Simulated Environment; Teaching Methods; *Urban Areas; Urban Environment; Urbanization; *Urban Planning; Urban Studies IDENTIFIERS *SimCity ABSTRACT This research paper presents an analysis of the computer simulation, SimCity, used for an urban city planning class. The data were gathered by actual use of the simulation and an electronic mail network was employed to secure impressions from users of the simulation. SimCity (developed by Maxis) provides t .e player with rules of human factors, economic factors, survival factors, and political factors that are both opportunities and constraints to the master planner. In addition, there are numerous maps to monitor land use patterns, zoning, demography, pollution, and other factors as the simulation progresses. The simulation also allows the user to manipulate tax rates and funding levels for the city. The point of the simulation is to duplicate the real world of urban politics with the instantaneous ability of the computer. The attraction of SimCity is the resemblance to the real-life choices that city planners must -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
Entretenimento E Capacitação Cognitiva Na Cibercultura: Análise
Entretenimento e capacitação cognitiva na cibercultura: análise comparativa dos artigo games SimEarth, SimAnt, SimLife e Spore1 Entretenimiento y habilidades de pensamiento en el ciberespacio: un análisis comparativo de los juegos SimEarth, SimAnt, SimLife y Spore Entertainment and thinking skills in cyberspace: a comparative analysis of games SimEarth, SimAnt, SimLife and Spore Fátima Regis2 Letícia Perani3 Resumo Pesquisadores da cibercultura defendem que o entretenimento estimula competências cognitivas em seus usuários. No entanto, há uma lacuna de pesquisas empíricas sobre o tema. Com o objetivo de investigar se há mudanças nas competências requeridas para a prática de games, realizou- se uma análise comparativa das características de games de 1990 (antes da “explosão” da internet e ciberespaço) e 2000 (em plena cibercultura). Os games investigados são SimEarth (1990); SimAnt (1991); SimLife (1992) e Spore (2008). O artigo apresenta os resultados preliminares dessa pesquisa. Palavras-chave: Cibercultura. Games. Cognição. Entretenimento. 1 Artigo selecionado para apresentação no Congresso Internacional de Ciências da Comunicação: Comunicação, Cognição e Mídia, na Faculdade de Filosofia da Universidade Católica Portuguesa, em Braga, Portugal, de 23 a 25 de setembro de 2009. 2 Professora do Programa de Pós-Graduação em Comunicação FCS/UERJ. Doutora em Comunicação e Cultura pela UFRJ. Membro do Conselho Científico Deliberativo da ABCiber (Associação Brasileira de Pesquisadores em Cibercultura). E-mail: [email protected]. 3 Mestre pelo Programa de Pós-Graduação em Comunicação FCS/UERJ. E-mail: [email protected]. comunicação, mídia e consumo são paulo vol.7 n.20 p.121-139 nov.2010 122 entretenimento e capacitação cognitiva na cibercultura artigo Resumen Investigadores de la cibercultura sostienen que el entretenimiento estimula las habilidades cognitivas en sus usuarios. -
Terraforming Mars
Chapter 11 Terraforming Mars INTRODUCTION Managing a planet to keep it fit for life can be a difficult job. Look at the trouble we’re having with our own planet. Planetary life (as we know it) requires two main resources from its environment: 1) solar energy; and 2) liquid water. Sunlight is captured by plants, and the sun’s heat keeps Earth at a temperature so that liquid water can exist over most of its surface. Liquid water is important as a transport system and reaction medium inside organisms. In our star system, solar energy and liquid water are found in just the right amounts only on Earth. Some creative people think it might be possible to engineer another planet in order to make it suitable for life. The changing of a lifeless planet to one that is earth-like is called terraforming (after the Latin word ‘terra’, meaning earth). Re-engineering an entire planet is serious business, and it requires us to know some details about what influences a given planet’s environment. Therefore, the purpose of this exercise is to use a computer simulation in an attempt to terraform another planet. In the process, you will need to understand and apply the fundamentals of ecology and planetary environmental management. DESIGN AND POSITION A planet’s ability to support life has a lot to do with its size, density and its distance form the sun. Below, is a discussion of some of the most important influencing factors. DENSITY AND ORBITAL PATH Earth is the densest planet (5.5 g/cm3) in the solar system. -
An Opportunity for In-Game Ad Placement.Pdf
480 Chapter 24 An Opportunity for In- Game Ad Placement: The History of the Video Game Industry Interpreted Through the Meaning Lifecycle Heather M. Schulz The University of Texas at Austin, USA Matthew S. Eastin The University of Texas at Austin, USA AbstrAct It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games. IntroductIon of room for advertising growth. In the academic realm, in-game ad placement has been subjected In-game ad placement, defined as the process to an increasing amount of research over the last of placing advertisements in video games, is decade (Nelson, 2002; Chaney, Lin, & Chaney, a rapidly growing industry with $295 million 2004; Grigorovici & Constantin, 2004; Nicovich, spent in 2007, $403 million spent in 2008, and 2005; Yang, Roskos-Ewoldsen, Dinu, & Arpan, $443 million spent in 2009 (Verna, 2008; Verna, 2006; Lee & Farber, 2007; Wise, Bolls, Kim, & 2009). However, video game sales for 2008 Venkataraman, 2008). It is argued here that the were $22 billion, with $11.7 billion of that be- potential connections advertisers can build with ing in entertainment software sales, $8.9 billion consumers makes this new medium a strong force in hardware console sales, over $2 billion in in the digital media world.