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Basic may refer to any of the following:

1. The original BASIC was first developed at Dartmouth College by John Kemeny, Mary Keller, and Thomas Kurtz and introduced on May 1, 1964. BASIC is short for Beginner's All-purpose Symbolic Instruction Code and is an easy-to-understand programming language that was popular from 1970 to 1980. Today, BASIC is not used to develop programs, but is sometimes used to help teach the fundamentals of programming. Below is an example of a basic program that prints Hello World!.

  1. Lunatic Fringe screensaver for Mac was a classic. Stay in one place, it's Asteroids. Move around, and there's all kinds of wonderful stuff. Also, a DOS game called Gorillas. Good times, good times. Posted by djgh at 3:25 PM on December 24, 2008.
  2. Many years ago I was a software engineer at Apple, Berkeley Systems (makers of the After Dark screensaver), and various other places. I wrote a couple of things that some people have heard of, like Solarian II (a video game), Satori (a screensaver), and Lunatic Fringe (a video game inside a screensaver).

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Although BASIC is not commonly used today, new variants of BASIC such as Visual Basic are still popular and widely used.

Beginners All-purpose Symbolic Instruction Code IT Downloads (View All Report Types) Rational Build Forge Demo Series. Sponsored by IBM. SOFTWARE DEMO: Access IBM Rational Build Forge demos to see how it can be used to create a software assembly line to automate and accelerate software delivery. Learn how Rational Build Forge can help. Dec 23, 2016 Beginner's All-Purpose Symbolic Instruction Code (BASIC) is a high-level and simple programming language that was introduced May 1, 1964. Although it is no longer a major programming language, BASIC is primarily used as a tool for teaching fundamental programming principles. BASIC: Stands for 'Beginner's All-purpose Symbolic Instruction Code.' BASIC is a computer programming language that was developed in the mid-1960s to provide a way for students to write simple computer programs. Since then, the language has evolved into a more robust and powerful language and can be used to create advanced programs for today's. Welcome to Code Conquest – a free online guide to coding for beginners. If you’re someone who wants to learn about coding, but you haven’t got a clue where to start, you’ve come to the right place. This site has all the step-by-step information you need to get started.

Note

Today, BASIC is often not written in all uppercase even though it is an acronym. Some believe that BASIC is a backronym. However, BASIC is described as an acronym in the A Manual for BASICVbk to epub converter software. released on October 1, 1964.

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2. In general, basic describes anything that covers all the necessary facts or essentials required for a subject or skill. For example, anyone with a basic understanding of computers has a general understanding of how to use and operate a computer.

Related pages

Beginner's All Purpose Symbolic Instruction Code Tutorial Free

Altair BASIC, Computer acronyms, DarkBASIC, High-level language, Procedural language, Programming languages, Programming terms, ROM BASIC, True BASIC, Visual Basic

When I was a kid my dad had a Compaq computer. It originally came with windows 3.1. He didn't even bring it to work every day - I sat at home many times playing sim town, when we updated it to windows 95. I remember that there was a screen saver program that had many different screen savers - some of them with disney themes and songs, and one that I really want to see again: Fat guys, Cows and fish bungee jumping. The bungee jump cord would break and then the person or animal would fall into the ground and splash into a bunch of meat and blood. It sure was fun to watch, but I can't find any references to that any more. Someone, help!

The greatest. Screen saver mode enabled a whole series of 30-second cartoons of Johnny Castaway on his island. All the standard stereotypical adventures are there - fishing, coconuts, failing to be rescued etc. Every 5 minutes or so, there was a reasonably more complicated sketch (about 45 secs-1 min) - with a slapstick punchline. Of course, Johnny never got off his island (he's a direct descendent of the Gilligan line). Once a day, there was a 'special' - a 1-minute or so sketch that told a bit of a story (based on Johnny having a love affair with a mermaid).

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There were 12 'specials' and when joined together told a complete story. We spent hours fiddling with the clocks on our computers so we could get the 'specials' (there were tricks involving setting the clock to 5 mins to midnight, etc). The standard sketches were time-dependent - some were based at night under the moon, and the tide went in and out. There were date-dependent items as well - on St Patrick's day, the island was covered in shamrocks, and there were Christmas, Easter and Halloween themes.

Overall, there were probably well over 100 independent scenes - a lot of the standard, common scenes also have a 'gotcha' version where you think you know what is to occur, only for a switcheroo to happen. It was developed by a company called ScreenAntics in the early 1990s and was never updated after the initial release.

For many years, it was not possible to get a version to run on a more modern OS. Now, recently, some people have developed versions to run on today's systems, so we can all enjoy Johnny in his full pixelated glory.

I had hoped to write about more games in this article, or even to do an issue on games, but it just isn't going to happen. Partly I haven't had time to play too many games (I never do, it seems), and partly I didn't receive responses from companies like Spectrum Holobyte and Maxis. Oh well, too bad on them - now I won't get to say nice things about their programs. Delta Tao and Berkeley Systems however do win out, particularly with Spaceward Ho! And Lunatic Fringe. First, this is my method of deciding if a game is good or not.

I spend a lot of time testing software and writing, and I never lack something productive to on my Mac, so I don't often play computer games. I often try PD/Shareware games and the occasional commercial game, and the true test of a game is if I continue playing it after a couple of test runs. I suspect that this situation is not the norm, so if you have tons of time to play games you may not agree with some of my impressions. I've been playing three sorts of games these last few months, strategy, arcade, and board games (which generally end up being puzzles of a sort).

In the strategy section I've mainly played Delta Tao's cowboy space opera Spaceward Ho! Over their other entry, Strategic Conquest.

Quite frankly, I have more fun playing Spaceward Ho! Strategic Conquest puts you on an island with a single army-producing city. The goal is simple: conquer the other cities on the island, have them produce various types of ships and airplanes, explore the rest of the world, and kill anything you meet. Each army, ship, or airplane gets its own chance to move, and after you've been playing for a while it becomes tedious to attend to all the pieces, even though you can put them to sleep to avoid dealing with them.

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For me, Strategic Conquest wants too much guidance for actions that may not be interesting, such as directing a tank to drive to a seaport and board a transport ship. Such detail makes Strategic Conquest far more realistic than Spaceward Ho!, which handles more of the routine actions for you, but I guess I'm not interested in too much realism in a strategy wargame. A personal foible, I'm sure, since I never liked the graph-paper wargames as a kid either. If you do enjoy that sort of game, you'll love Strategic Conquest. Spaceward Ho! Avoids the extreme realism with a liberal dose of humor, all in the name of playability.

Planets have wonderful icons that identify whether or not they belong to you or to another player and whether or not they will ever be profitable. When you send a fleet away from a planet or call one back, appropriate cowboy sounds play. In addition, you control everything in Spaceward Ho! With a set of simple bar graphs and an easy click and drag interface, removing it greatly from the blood and guts realism in Strategic Conquest.

One final humanistic note: in Spaceward Ho!, when you colonize a planet, you get a population; in Strategic Conquest, conquering a city lets you decide what sort of war machine it should produce. I'm not going to try to cover Spaceward Ho!

More here since Ken Hancock did an excellent job in his review of it in TidBITS-056. Both Spaceward Ho! And Strategic Conquest can be played over an AppleTalk network, and Strategic Conquest can also be played via modem. As with most computer games, having the computer around when you're alone is great, but beating up on your friends over the network is even more fun.

A friend and I played Spaceward Ho! Over the network for about 6 hours straight before being pulled away by a prior commitment. Sparkchess 6 full version. Luckily we resumed later that night so I could take over the universe. Both Strategic Conquest and Spaceward Ho! Can be fast paced in big games, but nothing beats Lunatic Fringe for good clean arcade action. Lunatic Fringe's main claim to fame is that it is actually a screen saver in the More After Dark package (an excellent package in its own right, and a good present - whoops, that reminds me I have to order it for my uncle; don't tell him). Programmed by the talented Ben Haller of Solarian II fame, Lunatic Fringe is essentially a jazzed-up, weirded-out version of Asteroids, complete with some of the best sounds this side of Spaceward Ho!

And the meanest enemies around. If you like jetting around the known, though fairly small, universe avoiding asteroids and numerous types of nasties while collecting yummies and points, you'll find little more enjoyable than Lunatic Fringe. Just don't let anyone accidently move your mouse while you play. Evidently I destroyed one of Adam's best games by jiggling the mouse pad at a bad moment. To those who complain that a screensaver shouldn't be a game, I say 'Humbug!'

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Screensavers are fun, and Lunatic Fringe is fun, and if you don't like it your monitor might have an off switch that works as a screensaver and conserves energy too. Tile's Play bridges the gap between the previous category of arcade games and the next category of board games. The game resembles those slide puzzles with one piece missing, although in Tile's Play each piece has one of several tunnel sections on it.

You must move the pieces around, connecting the correct ones to form a tunnel, a task which wouldn't be easy even if you had a lot of time. You have more than a time limit, though. After you've been working a short time, a small yellow ball starts rolling from one corner of the screen through the tunnel you've built for it to the other corner of the screen. It doesn't roll quickly, but there's no way to stop it (short of creating a tunnel loop, I guess). Lest that seem too easy, some tiles are locked in place (luckily clearly marked), and there are two other entities that travel in the tunnels and appear in higher levels.

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The first just tries to eat your yellow ball and you have to make sure to keep it out of the tunnel you're building. The second doesn't hurt your ball, but can randomly cause tunnel sections to mutate, ruining your carefully-laid plumbing. You'll find Tile's Play a twisty, stressful game as you struggle to get your yellow ball to the other side of the screen, and little is more nerve-wracking then when you have to move the tile that actually holds the rolling ball so it can bridge an otherwise fatal gap. Tile's Play is $15 shareware from Suresh Kumar and currently requires a color monitor. Highly recommended. In the straight board game section, I usually find myself playing Stained Glass, $25 shareware from Nick Schlott. Like Tile's Play, it appears to require a color monitor.

Unlike most of the other games I've talked about here, Stained Glass is not intuitively obvious. It resembles those games where you try to remove all but one peg from the board by jumping one over another repeatedly. In Stained Glass, that simple action is complicated by the colors of the panes of glass in the 6 x 12 grid. The grid has three primary colors, red, blue, and yellow, and three secondary colors, green, pink, and orange, which are the result of two primary panes being on the same square. Stained Glass has four different types of jumps.

First are those jumps where a primary color jumps over another primary color to an empty space, deleting the jumped pane. Second are the jumps when a primary color jumps over a secondary color that contains a component of that primary color, at which point the component is subtracted.

(Remember which colors make up which other colors? Good, I don't.) The third type of move is when a primary color jumps another primary color, but lands on another primary color after doing so. The jumped pane is deleted, and the pane that is landed on combines with the pane that did the jumping to create another color (that's why you can't land on a secondary color, since blue plus orange equals mud, as the excellent help section tells us). The final type of move is the simplest, where a secondary color like green jumps another secondary color to either land on an empty square or another pane of green.

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In either case the jumped pane is deleted. Hmm, it sounds confusing, but it's actually fun and extremely challenging to play. I wish I was better at colors - I find it difficult to remember all the possibilities and in the process make too many random moves. Delta Tao's pair, Strategic Conquest and Spaceward Ho!, and the More After Dark collection from Berkeley Systems (which requires After Dark 2.0v, by the way) should all be available from your favorite purveyor of commercial software.

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Tile's Play and Stained Glass you'll have to find on the nets or in a user group's shareware library, but any of these games would make a good present for someone wanting to play games on the Macintosh this holiday season. Information from: Delta Tao documentation Tile's Play documentation Stained Glasss help.