Instruct: Given a question, retrieve relevant passages that can help answer the question.
Query: What was the first Point and Click video game?
An adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multi-player design difficult. "Colossal Cave Adventure" is identified as the first such adventure game, first released in 1976, while other notable adventure game series include "Zork", "King's Quest", "The Secret of Monkey Island", and "Myst".
In the Commodore world, GEOS was available on the Commodore 64 and Commodore 128. Later, a version was available for PCs running DOS. It could be used with a mouse or a joystick as a pointing device, and came with a suite of GUI applications. Commodore's later product line, the Amiga platform, ran a GUI operating system by default. The Amiga laid the blueprint for future development of personal computers with its groundbreaking graphics and sound capabilities. "Byte" called it "the first multimedia computer... so far ahead of its time that almost nobody could fully articulate what it was all about."
"Metal Gear" was the first mainstream stealth game, with the player starting the game unarmed, and sold over a million copies in the United States. "Metal Gear 2: Solid Snake" evolved the stealth gameplay of its predecessor and is considered one of the best 8-bit games of all time. "Metal Gear" and "Metal Gear 2" are credited with pioneering stealth mechanics. "Metal Gear Solid", which debuted at the 1996 Tokyo Game Show, was the first 3D stealth game, and is credited with popularizing the stealth game genre, as well as the hiding-behind-cover mechanic. The series pioneered the integration of cinematic techniques into video games, especially "Metal Gear Solid" which Eurogamer considers the "first modern video game".
Doom (typeset as DOOM in official documents and stylized as DooM in other media) is a 1993 first-person shooter (FPS) video game by id Software. It is considered one of the most significant and influential titles in video game history, for having helped to pioneer the now-ubiquitous first-person shooter. The original game was divided into three nine-level episodes and was distributed via shareware and mail order. The Ultimate Doom, an updated release of the original game featuring a fourth episode, was released in 1995 and sold at retail.
This is a list of the best-selling video games of all time. The best-selling video game to date is "Tetris", a tile-matching puzzle video game originally released for the Electronika 60 in 1984 and then popularised upon its Game Boy release in 1989. The game has been ported to a wide range of platforms and sold in excess of 170 million copies, including 100 million paid mobile game downloads and 35 million Game Boy version sales. "Minecraft" and "Grand Theft Auto V" are the only other games to have sold over 100 million copies. The best-selling game on a single platform is "Wii Sports", with nearly 83 million sales for the Wii console.
Their first video arcade game was 1975's "EVR Race"; a handful of others followed in the next several years, "Radar Scope" and "Donkey Kong" being among the most famous of these. The early 1980s saw Nintendo's video game division (led by Yokoi) creating some of its most famous arcade titles. The massively popular "Donkey Kong" was created in 1981, with Shigeru Miyamoto as its mastermind, and released in the arcades and on the Atari 2600, Intellivision, and ColecoVision video game systems (although Nintendo themselves generally had no involvement with these early console ports). This release method would be used on several later Nintendo arcade games of this same period, including the original "Mario Bros." (not to be confused with the later "Super Mario Bros.") In addition to this arcade and dedicated console game activity, Nintendo was testing the consumer handheld video game waters with the Game & Watch.
In 1992 "Wolfenstein 3d" is released, creating interest in what fps games could become. "Doom" (1993) bursts onto the world scene and instantly popularizes the FPS genre, and even how games are played, as Doom is among the first games to feature multiplayer capabilities. It was "Goldeneye 007" (1997), that introduced an engine that made development of first-person shooters for home consoles a practical idea. It is not until "Quake" (1996), however, that game developers begin to take multiplayer features into serious consideration when making games. "Quake II" (1997), "Unreal" (1998) and "Half-Life" (1998) feature the next evolutionary step in the genre with continual progression of the game (no levels in the traditional sense) and an entirely in-person view, and become one of the most popular video games in history.
While light gun shooters often have a first-person perspective, they are distinct from first-person shooters, which use conventional input devices for movement. It is not clear exactly when the earliest such first-person shooter video game was created. There are two claimants, "Spasim" and "Maze War". The uncertainty about which was first stems from the lack of any accurate dates for the development of "Maze War"—even its developer cannot remember exactly. In contrast, the development of "Spasim" is much better documented and the dates more certain. The initial development of "Maze War" probably occurred in the summer of 1973. A single player made their way through a simple maze of corridors rendered using fixed perspective. Multiplayer capabilities, with players attempting to shoot each other, were probably added later in 1973 (two machines linked via a serial connection) and in the summer of 1974 (fully networked).
Nintendo at this time saw how successful video games were and began to dabble in them. Their first step in that field was to secure the rights to distribute the Magnavox Odyssey in Japan in 1975. At the time, home video game consoles were extremely rare—even the seminal Atari Pong console had yet to be produced. After experiencing reasonable success at this, Nintendo began developing its own video games, both for home and for arcades. In the 1970s, Mitsubishi Electric proposed joint development of "Color TV Game Machine". In 1977, they released "Color TV Game 6" and "Color TV Game 15" (6 and 15 indicates the number of games).
Monopoly is a Sega Master System video game based on the board game "Monopoly", released in 1988. Developed by Nexa Corporation and published by Sega itself, this title was one of many inspired by the property. According to Game Freaks 365, the game was "one of the first real boardgames that was programmed" into a video game.
"Grand Theft Auto", the first game in the series, was released for Microsoft Windows and MS-DOS in October 1997, ported to the PlayStation in 1998 and the Game Boy Color in 1999. "Grand Theft Auto 2" was released in 1999 for Microsoft Windows, later receiving ports on the PlayStation, Dreamcast and Game Boy Color.
Monty Python's Flying Circus: The Computer Game (referred to simply as Monty Python's Flying Circus in the game itself) is a 1990 scrolling shoot 'em up computer game developed by Core Design. It was released by Virgin Games for various computer formats including the Commodore Amiga, Commodore 64, Amstrad CPC and the Sinclair ZX Spectrum. It is loosely based on material and characters from the 1970s British comedy series "Monty Python's Flying Circus", in particular the Gumby character.
20th Century Fox commenced work on what it planned to be the first ever "Planet of the Apes" video game in 1983. The game was developed for the Atari 2600; John Marvin served as programmer. Marvin completed enough of the work to bring the prototype game through initial playtesting, but he left Fox for a new job at Epyx before finishing the project. The game remained unfinished when Fox closed its video game division three months later amid the video game crash of 1983, and "Planet of the Apes" never saw release.
As Jarvis worked on pinball games at Williams in the late 1970s, "Space Invaders" was released, sparking great interest in microprocessor video games. Jarvis wanted to try making a video game. When thinking of design ideas with famed pinball designer Steve Ritchie, they developed the concept for "Defender" — a side-scroller with the player flying over the surface of a planet. "Defender" (1980) was Jarvis's first video game and turned out to be a huge hit, helping kick off the golden age of arcade games and eventually becoming one of the highest grossing video games ever. Williams expanded greatly with the success of "Defender", but Jarvis left to found an independent game development firm called Vid Kidz with Larry DeMar in February 1981. After four months of tag-team programming between DeMar and Jarvis, they produced Vid Kidz's first game: "Stargate" (1981), an enhanced sequel to "Defender" that they sold to Williams.
The first game in the series is based on the video game "Age of Empires III", and was originally titled Age of Empires III: The Age of Discovery before being renamed to Glenn Drover's Empires: The Age of Discovery in 2011 following the loss of the naming rights to the "Age of Empires" series. It was originally published in 2007 by Tropical Games, and is currently distributed by Drover's own publishing company, Eagle Games. The game may be played by up to five players, though pieces for a sixth player were available in limited supply, and are included in the "Builders Expansion", released in 2011 along with the renaming of the series.
Prior to the first "Civilization" video game, an existing 1980 board game of the same name had been developed by Francis Tresham, published in Europe by his company Hartland Trefoil and licensed for publication in the United States by Avalon Hill. The board game and video game share many common elements including the use of a technology tree, and while Meier stated he had played the board game, he stated it had far less influence in his video game's design compared to the significant influence of "SimCity" and "Empire". When MicroProse opted on the name "Civilization" for the video game, the company worked out a deal with Avalon Hill to allow them to use the "Civilization" name.
During that time Lucasfilm Games pioneered several innovations in computer games and interactive entertainment, including the first animated multiplayer online game, called Lucasfilm’s Habitat, in partnership with the predecessor to AOL. This technology was considered by many to be the forerunner of today’s modern multiplayer graphical adventure games, and the first animated adventure game featuring multiple storylines based on which characters the game player chose to adopt. While at Lucasfilm he also led a group that developed innovative uses of multimedia technology for education, collaborating with Apple Computer, the Smithsonian Institution, and the Audubon Society
Although not the first trackball game (the first was "Soccer" by Taito in 1973), "Atari Football" was the game that is credited with popularizing the trackball. Considered physically exhausting to play, "Atari Football" involves spinning the trackball as fast as possible to win the game. Just 90 seconds of play could result in sore palms, and longer could cause blisters. Nevertheless, "Atari Football" was as popular as "Space Invaders" during the 1978 football season, but its popularity waned later on. "Atari Football" is sometimes credited as one of the first games to accurately emulate sports. Twenty-five cents (or one American quarter) would allow 90 seconds of playtime, while adding more quarters would allow longer play. It was also the first non-racing video game with vertical scrolling.
Up until the 1990s, the majority of visual novels utilized pixel art. This was particularly common on the NEC PC-9801 format, which showcased what is considered to be some of the best pixel art in the history of video games, with a popular example being "Policenauts" in 1994. There have also been visual novels that use live-action stills or video footage, such as several "Sound Novel" games by Chunsoft. The most successful example is "Machi", one of the most celebrated games in Japan, where it was voted No. 5 in a 2006 "Famitsu" reader poll of top 100 games of all time. The game resembled a live-action television drama, but allowing players to explore multiple character perspectives and affect the outcomes. Another successful example is "", which received a perfect score of 40 out of 40 from "Famitsu" magazine.
By the end of the boom, most tower defense games were still stuck in the side scrolling, isometric, or top-down perspective graphical medium. "", released in November, 2008 unsuccessfully pioneered the first person perspective shooter with the genre. The awkward combination of experimental tower defense mechanics with 3D graphics was not well received, but later titles refined its execution paving the way for a popular new breed of games. "Dungeon Defenders", released in October 2010, was one of the first tower defense games to bring the genre to the third person perspective. It sold over 250,000 copies in first two weeks of release and over 600,000 copies by the end of 2011. The 2011 title "Sanctum", and its 2013 sequel popularized the first person shooter hybrid that was pioneered by these earlier games.
Grand Theft Auto is an action-adventure video game developed by DMA Design and published by BMG Interactive. It was first released in Europe and North America in October 1997 for MS-DOS and Microsoft Windows. It was later re-released on 12 December 1997 in Europe and 30 June 1998 in North America for the PlayStation. It is the first instalment of the "Grand Theft Auto" series, to be followed by 1999's "Grand Theft Auto 2". The series, which has led to five main entries and several special edition games over 16 years, has sold more than 150 million units as of September 2013. The story follows a group of criminals in three fictionalised versions of US cities as they perform bank robberies, assassinations, and other illegal activities for their respective crime syndicates.
The game is a first-person adventure game similar to "Myst" with a point and click interface however, the player may also pan around a location by clicking and dragging the mouse. Clicking the mouse to go in a certain direction results in a transition video showing the player's movement.
As computers gained the ability to use pointing devices and point-and-click interfaces, graphical adventure games moved away from including the text interface and simply provided appropriate commands the player could interact with on-screen. The first known game with such an interface was "Enchanted Scepters" (1984) from Silicon Beach Software, which used drop-down menus for the player to select actions from while using a text window to describe results of those actions. In 1985, ICOM Simulations released "Déjà Vu", the first of its MacVenture series, utilized a more complete point-and-click interface, including the ability to drag objects around on the current scene, and was a commercial success. LucasArts' "Maniac Mansion", released in 1987, used a novel "verb-object" interface, showing all possible commands the player could use to interact with the game along with the player's inventory, which became a staple of LucasArts' own adventure games and in the genre overall. The point-and-click system also worked well for game consoles, with games like Chunsoft's "Portopia Serial Murder Case" (1985) and Square's "Suishō no Dragon" (1986), both on the Nintendo Entertainment System using the controller input instead of text-based actions.
"Clock Tower" is a point-and-click adventure game with 3D graphics. The player may use a PlayStation controller or mouse to move the cursor on the screen. The cursor will change shape when placed over certain objects, which the player can click to interact with. Clicking in any location will guide the player character in that direction. Moving the cursor to the top of the screen will reveal the player's inventory. Clicking an item and then clicking an object on the screen will use the item on that object or in that location. Some items such as keys are used automatically when clicked.
The player character has three levels of strength. The strength level is indicated by the cursor which will either be white, flashing yellow, or red. Strength will decrease after extreme actions or being attacked by the game's enemy, Scissorman, and recovers with time. When the character's life is being threatened, the cursor will blink red, indicating panic mode. If the character is being chased, click points are only effective on objects that will make Scissorman retreat. In escape mode, actions do not lower strength and recovery is suspended. This mode stays active until Scissorman is somehow forced to retreat. If the player's strength reaches zero, then it is game over and the player must continue from the last room they entered with one level of strength.
"We designed the building from the inside out, not the outside in,” said Loretta H. Cockrum, Foram’s founder, chairman and CEO. “We wanted the most efficient office building ever designed, with no wasted space or wasted energy. This is a building of the future more than a building of the present. A lot of love has gone into that building, and a lot of pride."