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Fortune Builder
''Fortune Builder'' is a 1984 simulation video game developed by Circuits and Systems and published by Coleco Industries for the Colecovision. One of the only simulation titles available for the Colecovision at the time, the game is an economic simulation in which the player builds a property empire through acquiring, developing and selling real estate. Publications have identified ''Fortune Builder'' as an early iteration of a simulation video game similar to the later Maxis title ''Sim City''. Gameplay ''Fortune Builder'' is a simulation of a real estate business. Players acquire land to develop into valuable properties by constructing buildings, including accommodation, restaurants, and resorts, represented by icons on a two-dimensional map. The value of constructed properties is modified by the terrain buildings are constructed on, with effects differing across beachfront, lakefront, grass and snow-capped land. The player also builds utilities to service their properties, ...
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Coleco Industries
Coleco Industries, Inc. ( ) was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. The name "COLECO" is an abbreviation derived from the company's original name which combines the first two letters of "Connecticut," "Leather," and "Company." It was a successful toy company in the 1980s, mass-producing versions of Cabbage Patch Kids dolls and its video game consoles, the Telstar (game console), Coleco Telstar dedicated consoles and ColecoVision. While the company ceased operations in 1988 as a result of bankruptcy, the Coleco brand was revived in 2005, and remains active to this day. Overview 1932: origins as The Connecticut Leather Company Coleco Industries, Inc. began in 1932 as The Connecticut Leather Company. The business supplied leather and "shoe findings" (the supplies and paraphernalia of a shoe repair shop) to shoe repairers. In 1938, the company began selling rubber footwear. During World War II demand for the company's suppli ...
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Simulation Video Game
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are military exercise, war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. Subgenres Construction and management simulation Construction and management simu ...
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Single-player Video Game
A single-player video game is a video game where input from only one player is expected throughout the gameplay. Video games in general can feature several game modes, including single-player modes designed to be played by a single player in addition to multi-player modes. Most modern console games, PC games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The '' Unreal Tournament'' series is one example of such. History The earliest video games, such as '' Tennis for Two'' (1958), '' Spacewar!'' (1962), and '' Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as '' Speed Race'' (1974) and ''Space Invaders'' (1978). The reason for this, according to Raph Koste ...
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Colecovision
ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision. The console offered a closer experience to more powerful arcade video games compared to competitors such as the Atari 2600 and Intellivision. The initial catalog of twelve games on ROM cartridge included the first home version of Nintendo's ''Donkey Kong'' as the pack-in game. Approximately 136 games were published between 1982 and 1984, including Sega's '' Zaxxon'' and some ports of lesser known arcade games that found a larger audience on the console, such as '' Lady Bug'', '' Cosmic Avenger'', and '' Venture''. Coleco released a series of hardware add-ons and special controllers to expand the capabilities of the console. "Expansion Module #1" allowed the system to play Atari 2600 cartridges. A later module converted ColecoVision into the Adam home computer. ColecoVisi ...
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Coleco Adam
The Coleco Adam is a home computer and expansion device for the ColecoVision by American toy and video game manufacturer Coleco. The Adam was an attempt to follow on the success of the company's ColecoVision video game console. It was available as Expansion Module #3 for the ColecoVision, converting it into a home computer, and as a standalone unit. As such, it had the benefit of being entirely compatible with all ColecoVision games and peripherals. The computer came with 64 kilobyte, KB of memory, a tape drive for a proprietary medium called Digital Data Packs, a daisy wheel printer, and productivity applications, along with two DDPs for SmartBASIC and ''Buck Rogers: Planet of Zoom, Buck Rogers: Planet of Zoom Super Game''. It was released in October 1983 with the initial price of $700. Although its presentation and concept were positively received, the Adam was heavily criticized upon launch for numerous hardware defects in early units, with some potentially rendering the device ...
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Simulation Video Game
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are military exercise, war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. Subgenres Construction and management simulation Construction and management simu ...
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Video 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, game controller, controller, computer keyboard, 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 Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ...
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Maxis
Maxis is an American video game developer and a Division (business), division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun, and acquired by Electronic Arts in 1997. Maxis is best known for its simulation games, including ''The Sims'', ''Spore (2008 video game), Spore'' and ''SimCity''. History Independent studio (1987–1997) Maxis was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun to help publish ''SimCity (1989 video game), SimCity'' on home computers. Before then, the game was only available on a limited basis on the Commodore 64 due to few video game publisher, publishers showing any interest in porting a non-traditional game without definite "win" and "lose" conditions. The title went on to become one of the most popular and successful video games of all time. The SimCity, ''SimCity'' series became a staple for the company and spawned multiple sequels and spin-offs. To n ...
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Sim City
''SimCity'' is an Open-ended (gameplay), open-ended City-building game, city-building video game franchise originally designed by Will Wright (game designer), Will Wright. The first game in the series, ''SimCity (1989 video game), SimCity'', was published by Maxis in 1989 and was followed by several sequels and many other spin-off List of Sim video games, ''Sim'' titles, including 2000's ''The Sims (video game), The Sims'', which itself became a List of best-selling PC games, best-selling computer game and franchise. Maxis developed the series independently until 1997, and continued under the ownership of Electronic Arts until 2003. EA commissioned various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A SimCity (2013 video game), 2013 EA-Maxis reboot was subject to what has been described as "one of the most disastrous launches in history", which may have triggered the 2015 shutdown of Maxis Emeryville and the end of the franchise. G ...
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Fortune Builder Gameplay
Fortune may refer to: General * Fortuna or Fortune, the Roman goddess of luck * Luck * Wealth * Fate * Fortune, a prediction made in fortune-telling * Fortune, in a fortune cookie Arts and entertainment Film and television * ''The Fortune'' (1931 film), a French film * ''The Fortune'', a 1975 American film * ''Fortune'' (film), a 2022 Tajik film * Fortune TV, Burma * '' Fortune: Million Pound Giveaway'', a 2007 UK TV programme * "Fortune" (''Smallville''), a US TV episode Music * Fortune Records, 1946–1995 * Fortune (band), 1980s, US * The Fortunes, an English harmony beat group * ''Fortune'' (Beni album), 2011 * ''Fortune'' (Callers album) and its title song, 2008 * ''Fortune'' (Chris Brown album), 2012 * "Fortune" (song), by Nami Tamaki, 2005 * "Fortune", a song by Emma Pollock from ''Watch the Fireworks'', 2007 * "Fortune", a song by Great Big Sea from ''Sea of No Cares'', 2002 Sports and games * Fortune (''Metal Gear''), a video game character * Fortune (profession ...
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Computer Entertainer
''Computer Entertainer'', also known as ''The Video Game Update'', was an American video game newsletter. Based out of Los Angeles, California and edited by Celeste Dolan, it was published monthly between 1982 and 1990. It regularly featured news and reviews of computer and home console software; sales charts; coverage of the annual Consumer Electronics Show; interviews with developers in the video game industry; and release dates. History ''Computer Entertainer'' was a newsletter for a mail order retailer called Video Take-Out, which was located in North Hollywood, Los Angeles and started as a supplier of blank and pre-recorded VHS tapes. The store's general manager, Celeste Dolan, told '' Billboard'' in August 1982 they had begun business two and a half years earlier but that product demand had fluctuated the past year. They chose to begin sales of video games due to its stronger market at the time and for being "a natural extension of selling video tape", even claiming Vide ...
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Retro Gamer
''Retro Gamer'' is a British magazine, published worldwide, covering Retrogaming, retro video games. It was the first commercial magazine to be devoted entirely to the subject. Launched in January 2004 as a quarterly publication, ''Retro Gamer'' soon became a monthly. In 2005, a general decline in gaming and computer magazine readership led to the closure of its publishers, Live Publishing, and the rights to the magazine were later purchased by Imagine Publishing. It was taken over by Future plc on 21 October 2016, following Future's acquisition of Imagine Publishing. History The first 18 issues of the magazine came with a coverdisk. It usually contained freeware remakes of retro video games and emulators, but also videos and free commercial PC software such as ''The Games Factory'' and ''The Elder Scrolls: Arena''. Some issues had themed CDs containing the entire back catalogue of a publisher, such as Durell Software, Durell, Llamasoft and Gremlin Graphics. On 27 September 2005, ...
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