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Amiga
Amiga is the name for a family of computers originally developed as a video games machine but launched as a general-purpose personal computer for the home market by Commodore International in 1985. The name Amiga was chosen both because of its meaning in Spanish and Portuguese and because it preceded Atari and Apple alphabetically. Like its main competitors, the Atari ST and Apple Mac, the Amiga was built around the Motorola 68000 processor chip, which, although incorporating 32-bit architecture, featured a 16-bit external bus. The generation of computers therefore became generally known as 16-bit machines. The Amiga incorporated a custom chipset with advanced audio and graphical capabilities and an operating system featuring a graphical user interface (GUI), and was capable of pre-emptive multitasking, allowing two or more programs to run simultaneously. It was the first computer targeted at the home market to support multi-tasking. Production of the Amiga ceased in 1994 when Commodore International went bankrupt.
The development of the Amiga is entangled with that of its main rival the Atari ST. The Amiga was originally designed in the early 1980s by the Amiga Corporation, a small company that had received development funding from Atari Inc. in return for some rights over the design. In 1984 Atari was acquired by Jack Tramiel, the founder of Commodore International, who had departed from Commodore in the same year after a dispute with its chairman. At about the same time, Commodore entered into negotiations to buy the Amiga Corporation outright. Commodore settled (in its own terms) the outstanding contract with Atari by reimbursing the $500,000 funding provided to the Amiga Corporation. However, Atari Corporation subsequently sued Commodore International, delaying the release of the Amiga by long enough to allow it to develop and release a direct competitor, the Atari ST. The ST was released to market in 1985 several months ahead of the Amiga and the two machines became the subject of an ongoing rivalry. The case was eventually settled in 1987 with an undisclosed out-of-court settlement, with both parties claiming victory.
The Amiga represented a considerable advance in performance and power over the previous generation of home computers, and this led to its adoption as a gaming platform. However, although generally considered more powerful than the Atari ST, their similar architecture meant that most games were produced simultaneously for the two machines. Notable games released for the Amiga during the late 1980s and early 1990s include Dungeon Master, an early fully immersive first-person perspective fantasy adventure game; Sid Meier's Civilization, a turn-based strategy/simulation game; Lemmings, a real-time puzzle game in which the player leads groups of lemming across innumerable obstacles to safety; Stunt Car Racer, a three-dimensional driving simulator; and Populous, an isometric strategy/simulation “God” game. The release of AMOS Basic in 1990, a high-level programming language geared toward game development, allowed hobbyist computer users to easily create their own games, distributed through bulletin boards and public domain software libraries.
Although architecturally similar, the Amiga, Apple Mac, and Atari ST carved out very different niches in the productivity sector. Apple's computer became synonymous with design and desktop publishing. The ST was widely adopted within the music recording industry, largely because of its inbuilt MIDI ports. The Amiga became widely used within the film and television industries not only because of its advanced graphical capabilities but also because of its ability to genlock—adapt its own screen output timing to that of a television signal. Notable uses of the Amiga within television production include the series Max Headroom, ITV's The Chart Show, and early episodes of the science fiction series Babylon 5.
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- Billiards
- Bowling
- Charades
- Crosswords
- Darts
- Dice
- Dominoes and Variations of
- Hobbies
- I Spy
- Mazes
- Musical Chairs
- Odd Man Out
- Parlor Games
- Password
- Puzzles
- Skittles
- Stock Market Games
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- Trivial Pursuit
- Twenty Questions
- Who Am I?
- Word Games (Other Than Crosswords)
- Backgammon
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- Checkers and Variations of
- Chess and Variations of
- Chinese Checkers
- Diplomacy
- Dungeons & Dragons
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- Hand and Foot
- Life
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- Monopoly and Variations of
- Ouija Board
- Peg Boards
- Probe
- Risk, the Game
- Scrabble
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- Stratego
- Trivial Pursuit
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- All Fives
- Auction Pitch
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- Bezique
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- Bridge and Variations of
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- Cribbage
- Donkey
- Ecarté
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- Memory and Play
- Mille Bornes
- Monte Bank
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- Old Maid
- Pinochle
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- Play or Pay
- Poker and Variations of
- Pope Joan
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- Racing Demon
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- Sequence
- Seven Up
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- Spit
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- War
- Whist
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- Car and Travel Games
- Clapping Games
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- London Bridge
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- Marco Polo
- Piggy in the Middle
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- Pin the Tail on the Donkey
- Playing “Doctor”
- Playing “House”
- Pokémon
- Pretending
- Punch & Judy
- Rock Paper Scissors
- Sand Play
- Singing Games
- Softball
- Speech Play
- Spinning Tops
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- Tag
- Tiddlywinks
- Tinkertoys
- Tree Houses
- Water Play
- Africa, Traditional Play in
- Ancient China
- Ancient Egypt
- Ancient Greece
- Ancient India
- Ancient Rome
- Assyrian/Babylonian Culture
- Australian Aborigine
- Central Asia, Ancient
- Europe, 1200 to 1600
- Europe, 1600 to 1800
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- History of Playing Cards
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- United States, 1860 to 1876
- United States, 1876 to 1900
- United States, 1900 to 1930
- United States, 1930 to 1960
- United States, 1960 to Present
- United States, Colonial Period
- Vikings
- Athletics (Amateur)
- Ballooning
- Baseball (Amateur)
- Basketball (Amateur)
- Bicycles
- Bocee
- Boules
- Bungee Jumping
- Cracking the Whip
- Cricket (Amateur)
- Croquet
- Curling (Scottish)
- Dodgeball
- Fishing
- Folk Dancing
- Football (Amateur)
- Highland Games
- Golf (Amateur)
- Hockey (Amateur)
- Horse Racing (Amateur)
- Kayaking and Canoeing
- Kite Flying
- Maypole Dancing
- Morris Dancing
- Music, Playing
- Netball
- Paintball
- Ping Pong
- Rodeos
- Roller Coasters
- Rugby (Amateur)
- Sailing
- Skateboarding
- Skating
- Skiing
- Snail Racing
- Snowboarding
- Soccer (Amateur) Worldwide
- Stilts
- Surfing
- Swimming (Amateur)
- Tennis (Amateur) and Variations of
- Volleyball (Amateur)
- Academic Learning and Play
- Models
- Montessori
- Mother-Child Play
- Play and Evolution
- Play and Literacy
- Play in the Classroom
- Recess
- Teacher-Child Co-Play
- Toys and Child Development
- Afghanistan
- Albania
- Algeria
- Arctic Play (First Nations)
- Argentina
- Armenia
- Australia
- Austria
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- Bahamas and Caribbean
- Belarus
- Belgium
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- Brazil
- Bulgaria
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- Central American Nations
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- China
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- Czech Republic
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- Adlerian Play Therapy
- “Bad” Play
- Boys' Play
- Common Adventure Concept
- Daydreaming
- Experiential Learning Definitions and Models
- Fantasy Play
- Female Aggressive Relationships Within Play (Putallaz)
- Gambling
- Gamesmanship
- Games of Deception
- Girls' Play
- Homo Ludens (Huizinga)
- Human Relationships in Play
- Inter-Gender Play
- Luck and Skill in Play
- Piaget and Play
- Play Among Animals
- Play and Learning Theory
- Play and Power, Psychology of
- Play as Catharsis
- Play as Competition, Psychology of
- Play as Entertainment, Psychology of
- Play as Interspecies Communication (Pets)
- Play as Learning, Psychology of
- Play as Mastery of Nature
- Play as Mock War, Psychology of
- Play as Progress (Sutton-Smith)
- Play as Rehearsal of Reality
- Play Frames
- Playing Alone
- Pretending
- Psychoanalytic Theory and Play
- Psychological Benefits of Play
- Psychology of Play (Vygotsky)
- Rhetorics of Play (Sutton-Smith)
- Role-Playing
- Sex Play
- Social Psychology of Play
- Symbol Formation and Play
- Team Play
- Teasing
- Unstructured Play
- Amusement Parks
- Anti-Competition Play
- Arcades
- Caillois: Man, Play and Games
- Cityscapes as Play Sites
- Cooperative Play
- Costumes in Play
- Game Theory
- Organized or Sanctioned Play
- Play and Power, Sociology of
- Play as Competition, Sociology of
- Play as Entertainment, Sociology of
- Play as Learning, Sociology of
- Play as Mock War, Sociology of
- Playground as Politics
- Social Distinctions
- Sociological Benefits of Play
- Spontaneous Group Play
- Theology of Play
- Action Figures
- Blinky Bill
- Dolls, Barbie and Others
- G.I. Joe
- Gollywogs
- Hobby Horses
- Jigsaws
- Lead Soldiers
- LEGOs
- Meccano
- Paddington Bear
- Pet Rocks
- Rocking Horses
- Rubik's Cube
- Teddy Bears
- Wendy Houses
- Yo-Yos
- Airfix
- Amiga
- Avalon Hill
- Bandai
- Coleco
- Fisher-Price
- Galoob
- Hasbro
- Hornby
- Imperial Toy
- JAKKS Pacific Toys
- Kenner
- LEGOs
- Lionel
- LJN
- Matchbox
- McFarlane Toys
- Minifigs
- Parker Brothers
- Playmates
- Playskool
- Revell
- Strong National Museum of Play
- Tiger Electronics
- TOMY
- Toybiz
- Trendmasters
- TSR
- Waddington
- Wargames Research Group
- Age of Empires
- Battlefield 1942
- Civilization (I, II, III, IV)
- Cossacks (Napoleonic Wars)
- Counter-Strike
- Dragon Quest
- Dragon Warrior
- Dungeon Lords
- Flight Simulation
- GoldenEye 007
- Grand Theft Auto
- Legend of Zelda
- Maple Story
- Mario
- Minesweeper
- Mortal Kombat
- Runescape
- Silkroad Online
- SimCity
- Snake
- Solitaire
- Sonic the Hedgehog
- Street Fighter I and II
- Tetris
- Tomb Raider
- World of Warcraft
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