Diplomacy (1984 Video Game)
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Diplomacy (1984 Video Game)
''Diplomacy'' is a 1984 video game based on a classical board game Diplomacy. It falls in the category of a turn-based, strategy, war game. It was programed by Tony Smith (also co-designer), with Alexander Martin (also co-designer) and Nicole Baikaloff doing the graphics. Publication Avalon Hill released a computer game version of ''Diplomacy'' in 1984 for the IBM PC. Reception ''Family Computing'' (November 1984) praised how the computer does the bookkeeping for the player, in an advantage over the board game. ''PC Magazine'' (Feb 19, 1985) found the game easier and more fun to play than the board game and that the game moves faster. Robert Alonso for ''Electronic Games'' (March 1985) considered it an improvement over the board game, and commented that its "excellence and potential longevity is sure to please any strategy game lover." In 1990 ''Computer Gaming World'' gave the game four out of five stars, stating that despite the weak computer opponents the presence of the boa ...
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Diplomacy (game)
''Diplomacy'' is a strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. Its main distinctions from most board wargames are its negotiation phases (players spend much of their time forming and betraying alliances with other players and forming beneficial strategies) and the absence of dice and other game elements that produce random effects. Set in Europe in the years leading to the First World War, ''Diplomacy'' is played by two to seven players, each controlling the armed forces of a major European power (or, with fewer players, multiple powers). Each player aims to move their few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map; these supply centers allow players who control them to produce more units. Following each round of player negotiations, each player can issue attack and support orders, which are then executed d ...
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Computer Game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry h ...
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IBM PC
The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the List of IBM Personal Computer models, IBM PC model line and the basis for the IBM PC compatible ''de facto'' standard. Released on August 12, 1981, it was created by a team of engineers and designers at IBM, International Business Machines (IBM), directed by William C. Lowe and Philip Don Estridge in Boca Raton, Florida. Powered by an x86-architecture Intel 8088 processor, the machine was based on open architecture and third-party peripherals. Over time, expansion cards and software technology increased to support it. The PC had influence of the IBM PC on the personal computer market, a substantial influence on the personal computer market; the specifications of the IBM PC became one of the most popular computer design standards in the world. The only significant competition it faced from a non-compatible platform throughout the 1980s was from Apple Inc., Apple's Maci ...
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Family Computing
''Family Computing'' (later ''Family & Home Office Computing'' and ''Home Office Computing'') was an American computer magazine published by Scholastic Corporation, Scholastic from the 1980s to the early 2000s. It covered all the major home computer platforms of the day including the Apple II, VIC-20, Commodore 64, Atari 8-bit computers, as well as the IBM PC and Macintosh. It printed a mixture of product reviews, how-to articles and type-in programs. The magazine also featured a teen-oriented insert called ''K-Power'', written by Stuyvesant High School students called the Special-K's. The section was named after a former sister magazine which folded after a short run. This section was discontinued after the July 1987 issue as part of the magazine's shift toward home-office computing. History and profile The first issue of the magazine appeared in September 1983. It was notable in the early days for the wide variety of systems it supported with type-in programs, including such "o ...
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PC Magazine
''PC Magazine'' (shortened as ''PCMag'') is an American computer magazine published by Ziff Davis. A print edition was published from 1982 to January 2009. Publication of online editions started in late 1994 and continues . Overview ''PC Magazine'' provides reviews and previews of the latest hardware and software for the information technology professional. Other regular departments include columns by long-time editor-in-chief Michael J. Miller ("Forward Thinking"), Bill Machrone, and Jim Louderback, as well as: * "First Looks" (a collection of reviews of newly released products) * "Pipeline" (a collection of short articles and snippets on computer-industry developments) * "Solutions" (which includes various how-to articles) * "User-to-User" (a section in which the magazine's experts answer user-submitted questions) * "After Hours" (a section about various computer entertainment products; the designation "After Hours" is a legacy of the magazine's traditional orientation to ...
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Electronic Games
''Electronic Games'' was the first dedicated video game magazine published in the United States and ran from October 15, 1981, to 1997 under different titles. It was co-founded by Bill Kunkel, Joyce Worley, and Arnie Katz. History The history of ''Electronic Games'' originates in the consumer electronics magazine, ''Video''. Initially video games were covered sporadically in Deeny Kaplan's regular "VideoTest Reports" column. In the summer of 1979, ''Video'' decided to launch a new column to focus on video games. '' Arcade Alley'' became a regular column and would represent a journalistic first. Written by Bill Kunkel, Arnie Katz (initially pseudonymously writing as Frank T. Laney II), and Joyce Worley, the three writers became close friends and in 1981 they founded ''Electronic Games'' magazine. The magazine was active from Winter 1981, during the golden age of arcade video games and the second generation of consoles, up until 1985, following the video game crash of 19 ...
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Computer Gaming World
''Computer Gaming World'' (CGW) was an American Video game journalism, computer game magazine that was published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through the 1990s and became one of the largest dedicated video game magazines, reaching around 500 pages by 1997. In the early 2000s its circulation was about 300,000, only slightly behind the market leader ''PC Gamer''. But, like most magazines of the era, the rapid move of its advertising revenue to internet properties led to a decline in revenue. In 2006, Ziff announced it would be refocused as ''Games for Windows: The Official Magazine, Games for Windows'', before moving it to solely online format, and then shutting down completely later the same year. History In 1979, Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in Spring, 1981 that no Video game journalism, ...
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Tilt (French Magazine)
''Tilt'' was a French language, French magazine which began publication in September 1982, focused on computer and console gaming. It was the first French magazine specifically devoted to video games. The headquarters of the magazine was in Paris. The name of the magazine was a nod to the pinball term, where excessive nudging of a pinball machine would result in a "tilt" penalty, and the loss of a turn during gameplay. The final issue of ''Tilt'' was published January 1994. References External links Tiltback issuesprovided by abandonware-magazines.org Archived Tilt Magazines at Internet Archive
1982 establishments in France 1994 disestablishments in France Defunct video game magazines Defunct magazines published in France French-language magazines Video game magazines published in France Magazines established in 1982 Magazines disestablished in 1994 Magazines published in Paris Monthly magazines published in France Computer magazines published in France {{videogame-mag-st ...
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Avalon Hill Video Games
Avalon () is an island featured in the Arthurian legend. It first appeared in Geoffrey of Monmouth's 1136 ''Historia Regum Britanniae'' as a place of magic where King Arthur's sword Excalibur was made and later where Arthur was taken to recover from being gravely wounded at the Battle of Camlann. Since then, the island has become a symbol of Arthurian mythology, similar to Arthur's castle of Camelot. Avalon was associated from an early date with mystical practices and magical figures such as King Arthur's sorceress sister Morgan, cast as the island's ruler by Geoffrey and many later authors. Certain Briton traditions have maintained that Arthur is an eternal king who had never truly died but would return as the "once and future" king. The particular motif of his rest in Morgan's care in Avalon has become especially popular. It can be found in various versions in many French and other medieval Arthurian and other works written in the wake of Geoffrey, some of them also linking A ...
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