Yahoo Answers is shutting down on May 4th, 2021 (Eastern Time) and beginning April 20th, 2021 (Eastern Time) the Yahoo Answers website will be in read-only mode. There will be no changes to other Yahoo properties or services, or your Yahoo account. You can find more information about the Yahoo Answers shutdown and how to download your data on this help page.
Trending News
a flash game involving a bike cycling through algebraic equations?
a few years ago i played a very addictive flash game which involved controlling a bicycle through algebraic/mathematic equations. but i cant for the life of me remember what it was called.
does anyone want to help me out?
3 Answers
- Anonymous9 years agoFavorite Answer
The history of video games involves the development of electronic games, which began to be popular in the 1970s - initially on computers - and soon led to the creation of arcades and video game consoles.
The Beginnings of electronic games
The first computer game was created in the United States, more exactly in military research lab Brookhaven National Laboratory. The program was called Tennis for Two and was displayed on an oscilloscope screen. A simplified simulation of the sport as well. A flashing point represented the ball and the players controlled its motion over a vertical line representing the network. There was the image representation of the players, only the 'ball' and 'block' tennis in side view. The game never left the laboratory.
In 1958 the physicist William Higinbotham who had worked on the first atomic bomb turned two rudimentary lines and a ball in the first interactive entertainment experience on your computer: Maatooka.
In 1961
On July 30, 1961, a group of students from the Massachusetts Institute of Technology (MIT) tested first Spacewar!, An electronic game developed into a huge computer that cost thousands of dollars.
Having the bulk of your program by Steve "Slug" Russell, with the help of his colleagues Dan Edwards, Alan Kotok, Peter Sampson and Martin Graetz, these precursors of the self-proclaimed 'geeks' ("nerds" addicted to computer science) if inspired by the books of author E. E. "Doc" Smith to create your space battle game.
The program was developed entirely on the DEC PDP-1, an ancient computer that took up an entire table. The creators of Spacewar not thought of making money with the invention, since there was no market, because at the time there were not even home computers.
Actually, it all started as a challenge to Russell: with the new computer with transistors instead of valves and a screen (pieces of luxury at the time), the TX-0, known as TIXO, they decided to do what no one else did for them: to translate science fiction literature to another media.
The TX-0 was eventually abandoned by the PDP-1, newly acquired by the college. Even faster than the TX-0 and also programmable, it was the dream of the boys. And it could be connected instantly, unlike his predecessor, he needed a whole morning to internal heating. They wanted to create some kind of demonstration, and therefore created some rules that your program should follow:
Should demonstrate the capabilities of the computer, using almost all its potential
Should be interesting and interactive (different every time rotated)
Should involve the user so attractive and enjoyable - ie it should be a game
The youngsters then created two ships, a routine to simulate inertia and a random star field to help control the movement. They also wanted to add a "panic button for emergencies", and thus was born the key Hyper-Space. The final touch would be the star in the middle of the battlefield, which generated a gravitational field that could either help or hinder, depending on the player's cunning.
Spacewar was only officially ended in 1962, occupying only 2KB. Russell never earn a dollar by the game - but that does not mean that others do not profit from it.
Source(s):
- ?Lv 44 years ago
First step -- isolate between the variables. for that reason, upload 3/y to the two facets of the decrease equation. This leaves you with that equation analyzing a million/x = 3/2 + 3/y. Invert the two facets, leaving x = a million/(3/2 + 3/y). Plug this value for x into the right equation, which then turns into 4/(a million/(3/2 + 3/y)) + a million/y = 5/3. yet a million/(a million/(3/2 + 3/y)) = 3/2 + 3/y, so multiplying this by utilising 4 provides 12/2 + 12/y + a million/y = 5/3. putting each and all the y's on one factor and each and all the numbers on the different provides 12/y + a million/y = 5/3 - 12/2. including those provides 13/y = (-6+5/3) = -18/3 + 5/3 = -13/3. consequently y = -3. Plugging this value for y into the right equation yields 4/x + a million/(-3) = 5/3 including a million/3 to the two facets yields 4/x = 5/3 + a million/3 . or 6/3, or 2. seeing that 4/x = 2, x ought to equivalent 2. Checking, utilising the two values, 4/2 + a million/(-3) = 5/3, and a couple of - a million/3 = 5/3 a million/2 -(3/-3) = 3/2, and a million/2 + a million = 2.
- Anonymous7 years ago
Hey,
get Minecraft for free here: http://j.mp/1uSGTZK
Minecraft provides a fun experience to play. The game is very educational especially to children. I like this game because it allows me to use my imagination and have fun with it.
Give it a try.