Run For The Money (video Game)
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Run For The Money (video Game)
''Run for the Money'' is a two-player business simulation game developed by Tom Snyder Productions and published by Scarborough Systems in 1984 for Apple II, Atari 8-bit computers, Commodore 64, IBM PC, and Macintosh. The players have crash-landed their spaceships on an alien planet and compete to buy resources and convert them to goods to sell to locals in order to raise funds to repair their ships. Overview The players take the roles of two aliens called Bizlings who have crash-landed their Proto-Ruf Ships on the planet Simian after flying through a zinger storm. The zinger storm has removed the paint from the ships' protective shields. The two players purchase raw materials called Rufs from aliens called Ruffians and use a machine on their ships to convert the Rufs into Synannas, which they sell to local aliens called Simians. Players can purchase low, medium, or high quality rufs, set the price of their Synannas, and spend money on advertising. The goal is to generate enough p ...
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Tom Snyder Productions
Soup2Nuts (sometimes referred to as Soup2Nuts Studios, and formerly part of Tom Snyder Productions) was an American animation studio founded by Tom Snyder. The studio is known for its animated comedy series, its use of Squigglevision, a technique of animation that reuses frames to make the animation look more kinetic, and for its style of improvisation in voice acting. History Tom Snyder, a teacher at Shady Hill School, began designing computer programs in the 1970s to enhance his 4th to 8th grade classes' learning environments. In 1980, Jere Dykema, the parent of one of Snyder's Shady Hill students, gave Snyder $30,000 to establish Computer Learning Connection (later renamed Tom Snyder Productions) for a 30% equity stake. Dykema also loaned CLC $100,000, which they paid back. Tom Snyder Productions created and produced its first TV show, '' Dr. Katz, Professional Therapist'' in 1995 for Comedy Central. On February 23, 1996, the company announced it would be acquired by Tors ...
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Bidding
Bidding is an offer (often competitive) to set a price tag by an individual or business for a product or service ''or'' a demand that something be done. Bidding is used to determine the cost or value of something. Bidding can be performed by a person under influence of a product or service based on the context of the situation. In the context of auctions, stock exchange, or real estate, the price offer a business or individual is willing to pay is called a bid. In the context of corporate or government procurement initiatives, in Business and Law school students actively bid for high demand elective courses that have a maximum seat capacity though a course bidding process using pre allocated bidding points or e-bidding currency on course bidding systems. The price offer a business or individual is willing to sell is also called a bid. The term "bidding" is also used when placing a bet in card games. Bidding is used by various economic niches for determining the demand and ...
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Electronic Games
An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic game including handheld electronic games, standalone systems (e.g. pinball, slot machines, or electro-mechanical arcade games), and exclusively non-visual products (e.g. audio games). Teletype games The earliest form of computer game to achieve any degree of mainstream use was the text-based Teletype game. Teletype games lack video display screens and instead present the game to the player by printing a series of characters on paper which the player reads as it emerges from the platen. Practically this means that each action taken will require a line of paper and thus a hard-copy record of the game remains after it has been played. This naturally tends to reduce the size of the gaming universe or alternatively to r ...
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Playboy Enterprises, Inc
''Playboy'' is an American men's lifestyle and entertainment magazine, formerly in print and currently online. It was founded in Chicago in 1953, by Hugh Hefner and his associates, and funded in part by a $1,000 loan from Hefner's mother. Known for its centerfolds of nude and semi-nude models (Playmates), ''Playboy'' played an important role in the sexual revolution and remains one of the world's best-known brands, having grown into Playboy Enterprises, Inc. (PEI), with a presence in nearly every medium. In addition to the flagship magazine in the United States, special nation-specific versions of ''Playboy'' are published worldwide, including those by licensees, such as Dirk Steenekamp's DHS Media Group. The magazine has a long history of publishing short stories by novelists such as Arthur C. Clarke, Ian Fleming, Vladimir Nabokov, Saul Bellow, Chuck Palahniuk, P. G. Wodehouse, Roald Dahl, Haruki Murakami, and Margaret Atwood. With a regular display of full-page color cart ...
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Games (magazine)
''GAMES World of Puzzles'' is a puzzle magazine formed from the merger of Games and World of Puzzles in October 2014. The entire magazine interior is now newsprint (as opposed to the part-glossy/part-newsprint format of the original ''Games'') and the puzzles and articles that originally sandwiched the "Pencilwise" section are now themselves sandwiched ''by'' the main puzzle pages, replacing the "feature puzzle" section. (They are still full-color, unlike the two-color "Pencilwise" sections.) Like the original ''World of Puzzles'' (which is now discontinued), the answer key is now at the rear of the magazine. The new combined title remained on the same 9-issue-per-year publication schedule as the original ''Games''. Games ''Games'' magazine (ISSN 0199-9788) was a magazine devoted to games and puzzles, and it was published by Games Publications, a division of Kappa Publishing Group. History Games was originally published by ''Playboy'' (debuting with the September/October 1977 ...
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Ziff-Davis Publishing
Ziff Davis, Inc. is an American digital media and internet company. First founded in 1927 by William Bernard Ziff Sr. and Bernard George Davis, the company primarily owns technology-oriented media websites, online shopping-related services, and software services. History The company was founded by William B. Ziff Company publisher Bill Ziff Sr. with Bernard Davis. Upon Bill Ziff's death in 1953, William B. Ziff Jr., his son, returned from Germany to lead the company. In 1958, Bernard Davis sold Ziff Jr. his share of Ziff Davis to found Davis Publications, Inc.; Ziff Davis continued to use the Davis surname as Ziff-Davis. Throughout most of Ziff Davis' history, it was a publisher of hobbyist magazines, often ones devoted to expensive, advertiser-rich technical hobbies such as cars, photography, and electronics. Since 1980, Ziff Davis has primarily published computer-related magazines and related websites, establishing Ziff Davis as an Internet information company. Ziff Davis ...
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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 and offline, online editions started in late 1994 and have continued to the present day. Overview ''PC Magazine'' provides reviews and previews of the latest personal computer hardware, hardware and software for the information technology professional. Articles are written by leading experts including John C. Dvorak, whose regular column and "Inside Track" feature were among the magazine's most popular attractions. Other regular departments include columns by long-time editor-in-chief Michael J. Miller (corporate executive), 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 ...
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Children's Television Workshop
Sesame Workshop (SW), originally known as the Children's Television Workshop (CTW), is an American nonprofit organization that has been responsible for the production of several educational children's programs—including its first and best-known, ''Sesame Street''—that have been televised internationally. Television producer Joan Ganz Cooney and foundation executive Lloyd Morrisett developed the idea to form an organization to produce ''Sesame Street'', a television series which would help children, especially those from low-income families, prepare for school. They spent two years, from 1966 to 1968, researching, developing, and raising money for the new series. Cooney was named as the Workshop's first executive director, which was termed "one of the most important television developments of the decade." ''Sesame Street'' premiered on National Educational Television (NET) as a series run in the United States on November 10, 1969, and moved to NET's successor, the Public Broad ...
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Monopoly (game)
''Monopoly'' is a multi-player economics-themed board game. In the game, players roll two dice to move around the game board, buying and trading properties and developing them with houses and hotels. Players collect rent from their opponents, aiming to drive them into bankruptcy. Money can also be gained or lost through ''Chance'' and ''Community Chest'' cards and tax squares. Players receive a stipend every time they pass "Go" and can end up in jail, from which they cannot move until they have met one of three conditions. House rules, hundreds of different editions, many spin-offs, and related media exist. ''Monopoly'' has become a part of international popular culture, having been licensed locally in more than 103 countries and printed in more than 37 languages. , it was estimated that the game had sold 275 million copies worldwide. ''Monopoly'' is derived from ''The Landlord's Game'', created by Lizzie Magie in the United States in 1903 as a way to demonstrate that an economy ...
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Enter (magazine)
''Enter'' was an American magazine published from October 1983 to May 1985 by Children's Television Workshop (CTW, later renamed Sesame Workshop). The magazine was published ten times per year. Seventeen issues were printed. Similar to sibling titles ''Sesame Street'', ''The Electric Company'', and ''3-2-1 Contact'' magazines, the title was aimed at school-age children. The focus of the magazine was, as declared on the cover, "The world of computers and new technology". Each issue included programs in the BASIC computer language, which readers could type into their own home computer. Readers were introduced to technological innovations of the day, such as optical disc recording technology, which was new at the time. Unlike other magazines produced by Children's Television Workshop, ''Enter'' did not tie into a television series produced by the organization. Beginning in June 1985, some of its features were folded into ''3-2-1 Contact'' magazine, which printed computer programs a ...
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Scholastic Inc
Scholastic Corporation () is an American multinational publishing, education, and media company that publishes and distributes books, comics, and educational materials for schools, parents, and children. Products are distributed via retail and online sales and through schools via reading clubs and book fairs. Clifford the Big Red Dog, a character created by Norman Bridwell in 1963, serves as the company's official mascot. History Scholastic was founded in 1920 by Maurice R. Robinson near Pittsburgh, Pennsylvania, to be a publisher of youth magazines. The first publication was ''The Western Pennsylvania Scholastic''. It covered high school sports and social activities; the four-page magazine debuted on October 22, 1920, and was distributed in 50 high schools. In the 1940s, Scholastic entered the book club business. In the 1960s, international publishing locations were added in England (1964), New Zealand (1964), and Sydney (1968). Also in the 1960s, Scholastic entered the book ...
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Family Computing
''Family Computing'' was a U.S. computer magazine published during the 1980s by Scholastic It covered all the major home computer platforms of the day including the Apple II, VIC-20, Commodore 64, Atari 8-bit family, 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 "orphaned" systems as the Coleco Adam and TI 99/4A long after other magazines discontinued coverage. There was also a spinoff TV ...
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