Astrosociobiology (also referred to as exosociobiology, extraterrestrial intelligence (eti), and xenosociology) is the speculative scientific study of extraterrestrial civilizations and their possible social characteristics and developmental tendencies. The field involves the convergence of astrobiology, sociobiology and evolutionary biology. Hypothesized comparisons between human civilizations and those of extraterrestrials are frequently posited, placing the human situation in the same context as other extraterrestrial intelligences. Whenever possible, astrosociobiologists describe only those social characteristics that are thought to be common (or highly probable) to all civilizations. Since no extraterrestrial civilizations have ever been studied, the subject is entirely hypothetical and necessarily self-referential.
Methodologies
Sociobiology attempts to explain animal behavior, group behavior and social structure in terms of evolutionary advantage or strategy and using techniques from ethology, evolution and population genetics. Sociobiologists are especially interested in comparative analyses, particularly in studying human social institutions and culture.
Astrobiology is the speculative field within biology that considers the possible varieties and characteristics of extraterrestrial life. Astrobiologists speculate about the possible ways that organic life could come into being in the universe and the potential for artificial and postbiological life.
Astrosociobiologists, like evolutionary biologists and sociobiologists, are concerned with the phenomenon of convergent evolution, the evolutionary process in which organisms not closely related independently acquire some characteristic or characteristics in common, usually (but not necessarily) a reflection of similar responses to similar environmental conditions. Examples include physical traits that have evolved independently (e.g. the eye), ecological niches (e.g. pack predators), and even technological innovations (e.g. language, writing, the domestication of plants and animals, and basic tools and weapons). Astrosociobiologists take the potential for convergent evolution off-planet and speculate that certain ecological and sociological niches may not be Earth-specific or human-specific and are archetypal throughout the universe.
However, there may be limits to this kind of speculation, particularly if there is a dearth of comparable habitats to our own across the galaxy. Some thinkers, while acknowledging that biological and social evolution may follow similar patterns across the universe, also note the problem of evidence and the absence of extraterrestrial contact. Simon Conway Morris, in his book, Inevitable Humans in a Lonely Universe, notes life's "eerie" ability to repeatedly navigate to a single solution. "Eyes, brains, tools, even culture: all are very much on the cards," he writes. "So if these are all evolutionary inevitabilities, where are our counterparts across the galaxy? The tape of life can only run on a suitable planet, and it seems that such Earth-like planets may be much rarer than hoped. Inevitable humans, yes, but in a lonely Universe."
Assumptions
In order for astrosociobiologists to embark on speculations about the condition and characteristics of extraterrestrial civilizations, a number of assumptions are necessarily invoked:
#Extraterrestrial civilizations exist
#Extraterrestrial civilizations operate in agreement with the known laws of physics
#Extraterrestrial civilizations must in some part resemble our own, both in terms of:
## morphological and psychological characteristics, and
## civilizational traits and tendencies
In other words, astrosociobiologists assume that intelligent life arises from similar environmental conditions and similar evolutionary processes as humanity.
It is currently difficult to tell if these are valid assumptions. For example, the Rare Earth hypothesis and the Fermi Paradox suggests that we might be alone in the galaxy. It's also conceivable that aliens and their civilizations may scarcely resemble our own. Astrosociobiology also involves a fair degree of environmental determinism. Astrosociobiologists counterargue that all of these points can be countered by the Copernican principle and the self-sampling assumption (a variant of the anthropic principle). We shouldn't assume, they argue, that we're unique and we should start from the premise that we are very typical.
Possible unique aspects of Earth life
It is possible that the unique conditions on Earth allow for specific technologies to develop which would take many times longer for a civilization not having these conditions to achieve. The list of possibly unique conditions on Earth, and of related discoveries, is quite long. Some examples:
* The Hall-Héroult process and the Bayer process, if not discovered in the late 19th Century, might have led to a delay in the creation of aluminium-dependent technologies, such as aircraft and rocketry.
* The Moon produces tides, and offers some protection from asteroids, comets, and radiation.
* Many discoveries were essentially accidental, such as the discovery of penicillin. Others were based on a theoretical insight, such as the transistor.
It is possible that the conditions for the creation of hydrocarbons, coal, or natural gas would not exist on other planets. These fuels were essential for us to move past dependence upon wood and animal based energy systems. Although waterwheel, wind, and solar energy technologies existed, they were not developed further until suitable industrial techniques were found to produce better materials. These techniques consume massive amounts of energy, and therefore could not be powered by the unimproved technologies. A similar argument could be made that without fossil fuel technologies, more powerful technologies, such as nuclear reactors, could not develop.
Counter-argument: abundance of alternative sources
Human perception has a natural bias towards the known energy development paths of Human civilization. It must also be noted that during both the 1973 energy crisis and the 1979 energy crisis highly industrialized societies continued to function; many moved towards developing alternative energy technologies on a massive scale under the assumption that these could provide the energy needed to continue industrial and commercial processes should fossil fuel supplies be compromised in some critical way.
Given this development, it is possible that a society could develop without a stage where fossil fuel based energy production occurs. This version of Buckminster Fuller's argument on current solar income conforms with Paul Hawken's idea of restorative economy, stating that fossil fuel based energy production is not essential nor desirable given the effects and alternatives.
Possible extraterrestrial characteristics
Given these assumptions, astrosociobiologists attempt to make predictions about those characteristics that may be common to all extraterrestrial societies. For example, based on human experience, astrosociobiologists conclude very broadly that all civilizations go through similar developmental stages, including stone age and agrarian culture, industrialization, globalization, and an information age. Similar assumptions are made about the development of technological innovations (universal technological archetypes) and scientific breakthroughs (including the rough chronological order in which these advancements are developed). The possibility also exists for the existence of common cultural and meta-ethical characteristics of advanced societies (i.e. the notion that advanced societies will independently reach the same conclusions about ethics, morality and social imperatives).
Astrosociobiologists also theorize about the existence of developmental mechanisms that constrain and give directionality to the evolution of organisms and society itself. One such guiding evolutionary force is the notion of the megatrajectory. Posited by A. H. Knoll and R. K. Bambach in their 2000 collaboration, "Directionality in the History of Life," Knoll and Bamback argue that, in consideration of the problem of progress in evolutionary history, a middle road that encompasses both contingent and convergent features of biological evolution may be attainable through the idea of the megatrajectory:
According to Knoll and Bambach, the six megatrajectories outlined by biological evolution thus far are:
# the origin of life to the "Last Common Ancestor"
# prokaryote diversification
# unicellular eukaryote diversification
# multicellular organisms
# land organisms
# appearance of intelligence and technology
Some astrosociobiologists, such as and Robert J. Bradbury, have taken the megatrajectory concept one step further by theorizing that a seventh megatrajectory exists: postbiological evolution triggered by the emergence of artificial intelligence at least equivalent to the biologically-evolved one, as well as the invention of several key technologies of the similar level of complexity and environmental impact, such as molecular nanoassembling or stellar uplifting.
Along similar lines, historian of science Steven J. Dick, in his 2003 paper "Cultural Evolution, the Postbiological Universe and SETI," posited a central concept of cultural evolution he called the Intelligence Principle:
It is through the application of this principle, argues Dick, that speculations about the developmental tendencies of advanced civilizations can be made.
The difficultly of engaging in such speculation, however, is that it is highly theoretical; there is very little empirical evidence. Moreover, humanity hasn't progressed through these later developmental stages. Astrosociobiologists currently have no data to support the idea that human civilization will continue on into the foreseeable future. Indeed, in considering the Fermi Paradox, scientists may actually have a data point suggesting a limitation to how far advanced civilizations can develop.
However, with each advancing step that the human species takes, astrosociobiologists will assume that extraterrestrials--both past and present –will have gone through similar stages.
Civilization types
A method for classifying civilization types was introduced by Russian astronomer Nikolai Kardashev in 1964. Known as the Kardashev scale, classifications are assigned based on the amount of usable energy a civilization has at its disposal and increasing logarithmically:
* Type I - A civilization that is able to harness all of the power available on a single planet, approximately 1016W.
* Type II - A civilization that is able to harness all of the power available from a single star, approximately 1026W.
* Type III - A civilization that is able to harness all of the power available from a single galaxy, approximately 1036W.
Human civilization has yet to achieve full Type I status, as it is able to harness only a portion of the energy that is available on Earth. Carl Sagan speculated that humanity's current civilization type is around 0.7.
Notable astrosociobiologists
* Frank Drake
* Freeman Dyson
* Nikolai Kardashev
* Carl Sagan
* Frank Tipler
Methodologies
Sociobiology attempts to explain animal behavior, group behavior and social structure in terms of evolutionary advantage or strategy and using techniques from ethology, evolution and population genetics. Sociobiologists are especially interested in comparative analyses, particularly in studying human social institutions and culture.
Astrobiology is the speculative field within biology that considers the possible varieties and characteristics of extraterrestrial life. Astrobiologists speculate about the possible ways that organic life could come into being in the universe and the potential for artificial and postbiological life.
Astrosociobiologists, like evolutionary biologists and sociobiologists, are concerned with the phenomenon of convergent evolution, the evolutionary process in which organisms not closely related independently acquire some characteristic or characteristics in common, usually (but not necessarily) a reflection of similar responses to similar environmental conditions. Examples include physical traits that have evolved independently (e.g. the eye), ecological niches (e.g. pack predators), and even technological innovations (e.g. language, writing, the domestication of plants and animals, and basic tools and weapons). Astrosociobiologists take the potential for convergent evolution off-planet and speculate that certain ecological and sociological niches may not be Earth-specific or human-specific and are archetypal throughout the universe.
However, there may be limits to this kind of speculation, particularly if there is a dearth of comparable habitats to our own across the galaxy. Some thinkers, while acknowledging that biological and social evolution may follow similar patterns across the universe, also note the problem of evidence and the absence of extraterrestrial contact. Simon Conway Morris, in his book, Inevitable Humans in a Lonely Universe, notes life's "eerie" ability to repeatedly navigate to a single solution. "Eyes, brains, tools, even culture: all are very much on the cards," he writes. "So if these are all evolutionary inevitabilities, where are our counterparts across the galaxy? The tape of life can only run on a suitable planet, and it seems that such Earth-like planets may be much rarer than hoped. Inevitable humans, yes, but in a lonely Universe."
Assumptions
In order for astrosociobiologists to embark on speculations about the condition and characteristics of extraterrestrial civilizations, a number of assumptions are necessarily invoked:
#Extraterrestrial civilizations exist
#Extraterrestrial civilizations operate in agreement with the known laws of physics
#Extraterrestrial civilizations must in some part resemble our own, both in terms of:
## morphological and psychological characteristics, and
## civilizational traits and tendencies
In other words, astrosociobiologists assume that intelligent life arises from similar environmental conditions and similar evolutionary processes as humanity.
It is currently difficult to tell if these are valid assumptions. For example, the Rare Earth hypothesis and the Fermi Paradox suggests that we might be alone in the galaxy. It's also conceivable that aliens and their civilizations may scarcely resemble our own. Astrosociobiology also involves a fair degree of environmental determinism. Astrosociobiologists counterargue that all of these points can be countered by the Copernican principle and the self-sampling assumption (a variant of the anthropic principle). We shouldn't assume, they argue, that we're unique and we should start from the premise that we are very typical.
Possible unique aspects of Earth life
It is possible that the unique conditions on Earth allow for specific technologies to develop which would take many times longer for a civilization not having these conditions to achieve. The list of possibly unique conditions on Earth, and of related discoveries, is quite long. Some examples:
* The Hall-Héroult process and the Bayer process, if not discovered in the late 19th Century, might have led to a delay in the creation of aluminium-dependent technologies, such as aircraft and rocketry.
* The Moon produces tides, and offers some protection from asteroids, comets, and radiation.
* Many discoveries were essentially accidental, such as the discovery of penicillin. Others were based on a theoretical insight, such as the transistor.
It is possible that the conditions for the creation of hydrocarbons, coal, or natural gas would not exist on other planets. These fuels were essential for us to move past dependence upon wood and animal based energy systems. Although waterwheel, wind, and solar energy technologies existed, they were not developed further until suitable industrial techniques were found to produce better materials. These techniques consume massive amounts of energy, and therefore could not be powered by the unimproved technologies. A similar argument could be made that without fossil fuel technologies, more powerful technologies, such as nuclear reactors, could not develop.
Counter-argument: abundance of alternative sources
Human perception has a natural bias towards the known energy development paths of Human civilization. It must also be noted that during both the 1973 energy crisis and the 1979 energy crisis highly industrialized societies continued to function; many moved towards developing alternative energy technologies on a massive scale under the assumption that these could provide the energy needed to continue industrial and commercial processes should fossil fuel supplies be compromised in some critical way.
Given this development, it is possible that a society could develop without a stage where fossil fuel based energy production occurs. This version of Buckminster Fuller's argument on current solar income conforms with Paul Hawken's idea of restorative economy, stating that fossil fuel based energy production is not essential nor desirable given the effects and alternatives.
Possible extraterrestrial characteristics
Given these assumptions, astrosociobiologists attempt to make predictions about those characteristics that may be common to all extraterrestrial societies. For example, based on human experience, astrosociobiologists conclude very broadly that all civilizations go through similar developmental stages, including stone age and agrarian culture, industrialization, globalization, and an information age. Similar assumptions are made about the development of technological innovations (universal technological archetypes) and scientific breakthroughs (including the rough chronological order in which these advancements are developed). The possibility also exists for the existence of common cultural and meta-ethical characteristics of advanced societies (i.e. the notion that advanced societies will independently reach the same conclusions about ethics, morality and social imperatives).
Astrosociobiologists also theorize about the existence of developmental mechanisms that constrain and give directionality to the evolution of organisms and society itself. One such guiding evolutionary force is the notion of the megatrajectory. Posited by A. H. Knoll and R. K. Bambach in their 2000 collaboration, "Directionality in the History of Life," Knoll and Bamback argue that, in consideration of the problem of progress in evolutionary history, a middle road that encompasses both contingent and convergent features of biological evolution may be attainable through the idea of the megatrajectory:
According to Knoll and Bambach, the six megatrajectories outlined by biological evolution thus far are:
# the origin of life to the "Last Common Ancestor"
# prokaryote diversification
# unicellular eukaryote diversification
# multicellular organisms
# land organisms
# appearance of intelligence and technology
Some astrosociobiologists, such as and Robert J. Bradbury, have taken the megatrajectory concept one step further by theorizing that a seventh megatrajectory exists: postbiological evolution triggered by the emergence of artificial intelligence at least equivalent to the biologically-evolved one, as well as the invention of several key technologies of the similar level of complexity and environmental impact, such as molecular nanoassembling or stellar uplifting.
Along similar lines, historian of science Steven J. Dick, in his 2003 paper "Cultural Evolution, the Postbiological Universe and SETI," posited a central concept of cultural evolution he called the Intelligence Principle:
It is through the application of this principle, argues Dick, that speculations about the developmental tendencies of advanced civilizations can be made.
The difficultly of engaging in such speculation, however, is that it is highly theoretical; there is very little empirical evidence. Moreover, humanity hasn't progressed through these later developmental stages. Astrosociobiologists currently have no data to support the idea that human civilization will continue on into the foreseeable future. Indeed, in considering the Fermi Paradox, scientists may actually have a data point suggesting a limitation to how far advanced civilizations can develop.
However, with each advancing step that the human species takes, astrosociobiologists will assume that extraterrestrials--both past and present –will have gone through similar stages.
Civilization types
A method for classifying civilization types was introduced by Russian astronomer Nikolai Kardashev in 1964. Known as the Kardashev scale, classifications are assigned based on the amount of usable energy a civilization has at its disposal and increasing logarithmically:
* Type I - A civilization that is able to harness all of the power available on a single planet, approximately 1016W.
* Type II - A civilization that is able to harness all of the power available from a single star, approximately 1026W.
* Type III - A civilization that is able to harness all of the power available from a single galaxy, approximately 1036W.
Human civilization has yet to achieve full Type I status, as it is able to harness only a portion of the energy that is available on Earth. Carl Sagan speculated that humanity's current civilization type is around 0.7.
Notable astrosociobiologists
* Frank Drake
* Freeman Dyson
* Nikolai Kardashev
* Carl Sagan
* Frank Tipler
Radio Links Hollywood is a website that offers professionally produced MP3 audio clips, trailer-like previews of major upcoming movies and offers interview sound bites with today's hottest celebrities, along with sound clips from upcoming films.
Radio Link has produced "behind-the-scenes" MP3s features for: 20th Century Fox, Dimension Films, Disney, Focus Features, MGM Pictures, Miramax Films, New Line Cinema, Paramount Pictures, Universal Studios, USA Films, Warner Bro's., and Walt Disney Pictures. The audio clips are written and narrated by Lori Lerner, an award winning radio journalist.
The behind-the-scenes clips and sound-bites are designed for radio stations, syndicators (broadcast syndication) and radio networks to download and broadcast free of charge.
Lori Lerner started Radio Links in 1986, well before the Internet was a commodity and has since produced audio clips for well over 700 films.
The Website
By signing up with the free website membership, members get prompted by an email of newly added films.
Radio stations and film fanatics alike; have cherished this service in order to stay up to date on what Hollywood has to offer. Radio stations count on these valuable features to use as a regular part of their programming, and they find the “raw” audio material to be useful.
Radio Link has produced "behind-the-scenes" MP3s features for: 20th Century Fox, Dimension Films, Disney, Focus Features, MGM Pictures, Miramax Films, New Line Cinema, Paramount Pictures, Universal Studios, USA Films, Warner Bro's., and Walt Disney Pictures. The audio clips are written and narrated by Lori Lerner, an award winning radio journalist.
The behind-the-scenes clips and sound-bites are designed for radio stations, syndicators (broadcast syndication) and radio networks to download and broadcast free of charge.
Lori Lerner started Radio Links in 1986, well before the Internet was a commodity and has since produced audio clips for well over 700 films.
The Website
By signing up with the free website membership, members get prompted by an email of newly added films.
Radio stations and film fanatics alike; have cherished this service in order to stay up to date on what Hollywood has to offer. Radio stations count on these valuable features to use as a regular part of their programming, and they find the “raw” audio material to be useful.
"Quechev" is a slang term used mostly in South-Eastern Australia (primarily Northern Sydney and parts of Melbourne,) and to a lesser extent in New Zealand. It commonly refers to or describes a person who cannot see something from a reasonable perspective.
Meaning
Quechev is frequently used as both a noun and an adjective. For example;
Noun: "You are a quechev"
Adjective: "She is very quechev"
Noun
As a noun, a quechev is somebody who doesn't properly see a reasonable perspective or point of view. It can also be somebody who cannot consider anybody else's point of view.
Adjective
If quechev is used as an adjective, it can describe somebody who doesn't properly see a reasonable perspective or point of view or consider somebody else's.
Quechev can also be used to describe a point of view, personality, etc that does not "see the big picture" or consider other possibilities.
Acceptance and Use
Acceptance
The word is relatively new and, as a result, is not currently accepted by any major literary bodies . However it has increased rapidly in popularity, especially near the centres of major use.
Use
It is mostly used in the large population centres of South-Eastern Australia and in the South Island of New Zealand.
Meaning
Quechev is frequently used as both a noun and an adjective. For example;
Noun: "You are a quechev"
Adjective: "She is very quechev"
Noun
As a noun, a quechev is somebody who doesn't properly see a reasonable perspective or point of view. It can also be somebody who cannot consider anybody else's point of view.
Adjective
If quechev is used as an adjective, it can describe somebody who doesn't properly see a reasonable perspective or point of view or consider somebody else's.
Quechev can also be used to describe a point of view, personality, etc that does not "see the big picture" or consider other possibilities.
Acceptance and Use
Acceptance
The word is relatively new and, as a result, is not currently accepted by any major literary bodies . However it has increased rapidly in popularity, especially near the centres of major use.
Use
It is mostly used in the large population centres of South-Eastern Australia and in the South Island of New Zealand.
The CGW list of the best games of all time was published by Computer Gaming World as part of their 15th anniversary edition in 1996. Comprised of 150 video games, it is often referred to and at the time of its publication was considered one of the most comprehensive list of its type.
The list
# ' by Sid Meier, 1991
# Ultima IV by Richard Garriott and Origin Systems, 1985
# M.U.L.E. by Dan Bunten and Ozark Softscape, 1983
# Red Baron by Damon Slye and Dynamix, 1990
# Doom by John Carmack and id Software, 1993
# SimCity by Will Wright and Maxis, 1989
# Wing Commander by Chris Roberts and Origin Systems, 1990
# Empire by Walter Bright and Mark Baldwin, 1977
# Wasteland by Interplay Entertainment Productions, 1988
# Falcon 3.0 by Spectrum HoloByte, 1991
# Front Page Sports Football by Sierra, 1994
# Lemmings by DMA Design, 1991
# Zork I by Marc Blank et al, 1980
# Tetris by Alexey Pajitnov, 1985
# Panzer General by Strategic Simulations, Inc., 1994
# Wizardry by Sir-Tech, 1981
# Gabriel Knight 2: The Beast Within by Sierra Entertainment, 1995
# ' by Microprose Software, Inc., 1987
# Secret of Monkey Island by LucasArts, 1990
# Archon by Electronic Arts, 1983
# Their Finest Hour: The Battle of Britain by LucasArts, 1990
# X-COM by Microprose Software, Inc., 1994
# Might & Magic by New World Computing, Inc., 1986
# Raid on Bungeling Bay by Brøderbund Software, 1984
# Earl Weaver Baseball by Electronic Arts, 1987
# Links 386 by Access Software, 1992
# MechWarrior 2: 31st Century Combat by Activision, Inc., 1995
# Warcraft II: Tides of Darkness by Blizzard Entertainment, 1995
# Star Control II by Accolade, 1992
# Populous by Bullfrog Productions, 1989
# NASCAR Racing by Papyrus Design Group, Inc., 1994
# M1 Tank Platoon by Microprose Software, Inc., 1989
# Master of Orion by Simtex and Microprose Software, Inc., 1993
# Day of the Tentacle by LucasArts, 1993
# Chuck Yeager's Air Combat by Electronic Arts, 1991
# Quake by id Software, 1996
# Duke Nukem 3D by Apogee Software, 1996
# Crusader: No Remorse by Origin Systems, 1995
# Red Storm Rising by Microprose Software, Inc., 1988
# Harpoon by 360 Pacific, 1989
# ' by Microprose Software, Inc., 1990
# ' by Infocom, 1984
# Betrayal at Krondor by Dynamix, 1993
# Ultima VI by Origin Systems, 1990
# Rocket Ranger by Cinemaware, 1988
# Chessmaster by Software Toolworks, 1986
# Aces of the Pacific by Dynamix, 1992
# Command & Conquer by Westwood, 1995
# Dungeon Master by FTL, 1987
# Pinball Construction Set by Electronic Arts, 1983
# Reach for the Stars by Strategic Studies Group, 1988
# F-19 Stealth Fighter by Microprose Software, Inc., 1988
# Steel Panthers by Strategic Simulations, Inc., 1995
# Wing Commander III by Origin Systems, 1994
# Starflight by Electronic Arts, 1986
# Star Wars: TIE Fighter by LucasArts, 1994
# NBA Live by EA Sports, 1994
# Suspended by Infocom, 1983
# Gettysburg by Strategic Simulations, Inc., 1986
# EF2000 by Digital Integration, 1995
# The Seven Cities of Gold by Electronic Arts, 1984
# The Incredible Machine by Sierra Entertainment, 1993
# The Faery Tale Adventure by Micro Illusions, 1986
# Marathon by Bungie Software, 1994
# Wings by Cinemaware, 1990
# World Circuit by Microprose Software, Inc., 1992
# Syndicate by Bullfrog Productions, 1993
# Ultima Underworld: The Stygian Abyss by Origin Systems, 1992
# Leisure Suit Larry in the Land of the Lounge Lizards by Sierra Entertainment, 1987
# Dune II by Westwood, 1992
# Aces of the Deep by Dynamix, 1994
# Solitaire's Journey by QQP, 1992
# Quest for Glory I: So You Want To Be A Hero by Sierra Entertainment, 1989
# Monkey Island 2: LeChuck's Revenge by LucasArts, 1991
# You Don't Know Jack by Berkeley Systems, 1995
# Shadow of the Beast by Psygnosis, 1989
# ' by Strategic Studies Group, 1993
# Balance of Power by Mindscape, 1983
# Flight Simulator II by SubLogic, 1984
# Lode Runner by Brøderbund Software, 1983
# Loom by LucasArts, 1992
# ' by Epyx, 1987
# Rise of the Dragon by Dynamix, 1990
# Prince of Persia by Brøderbund Software, 1990
# RobotWar by Muse Software, 1981
# Silent Service by Microprose Software, Inc., 1985
# F/A-18 Interceptor by Electronic Arts, 1987
# Alone in the Dark by I-Motion, 1992
# Bard's Tale by Electronic Arts, 1985
# Carriers at War by Strategic Studies Group, 1992
# Battles of Napoleon by Strategic Simulations, Inc., 1985
# Defender of the Crown by Cinemaware, 1986
# Indiana Jones and the Fate of Atlantis by LucasArts, 1993
# King's Quest V by Sierra Entertainment, 1990
# Sam & Max Hit the Road by LucasArts, 1993
# Star Trek: Judgement Rites by Interplay Entertainment, 1994
# Wolfenstein 3-D by Apogee, 1992
# System Shock by Origin Systems, 1994
# Under a Killing Moon by Access Software, 1993
# AH-64D Longbow by Jane's, 1996
# Kampfgruppe by Strategic Simulations, Inc., 1985
# Gunship by Microprose Software, Inc., 1989
# Eric the Unready by Interplay Entertainment, 1992
# Deadline by Infocom, 1982
# Wizardry VII: Crusaders of the Dark Savant by Sir-Tech, 1987
# Battle Chess by Interplay Entertainment, 1988
# Perfect General by QQP, 1989
# Neuromancer by Interplay Entertainment, 1988
# Pacific War by Strategic Simulations, Inc., 1992
# Operation Crusader by Avalon Hill and Atomic Games, 1994
# Wayne Gretzky Hockey by Bethesda Softworks, 1989
# TV Sports: Football by Cinemaware, 1987
# Monopoly by Virgin and Hasbro, 1995
# Jagged Alliance by Sir-Tech, 1995
# Battleground 3: Waterloo by Talonsoft, 1996
# Castle Wolfenstein by Muse Software, 1981
# Beach Head by Access Software, 1983
# Fighter Duel Pro 2 by Jaeger Software, 1993
# Pinball Dreams by 21st Century Entertainment, 1990
# Trinity by Infocom, 1986
# Virtua Fighter by Sega, 1996
# Indianapolis 500: The Simulation by Electronic Arts, 1989
# Descent II by Interplay Entertainment, 1996
# Deathtrack by Activision, Inc., 1989
# Warcraft: Orcs & Humans by Blizzard Entertainment, 1994
# Gary Grigsby's War in Russia by Strategic Simulations, Inc., 1984
# Star Control by Accolade, 1992
# Tony LaRussa 3 by Stormfront, 1995
# MiG Alley Ace by Microprose Software, Inc., 1984
# Ogre by Origin Systems, 1986
# President Elect by Strategic Simulations, Inc., 1981
# Lexi-Cross by Interplay Entertainment, 1991
# Heroes of Might & Magic I by New World Computing, 1995
# I Have No Mouth, and I Must Scream by Cyberdreams, 1995
# NukeWar by Avalon Hill, 1983
# Dark Castle by Silicon Beach, 1986
# Magic Carpet by Bullfrog Productions and Electronic Arts, 1994
# Arcticfox by Electronic Arts, 1986
# Mean Streets by Access Software, 1989
# Crystal Caliburn by Starplay, 1993
# Master of Magic by Microprose Software, Inc., 1994
# Blue Max by Synapse, 1983
# Typhoon of Steel by Strategic Simulations, Inc., 1987
# Ultima III by Origin Systems, 1983
# Kasparov's Gambit by Electronic Arts, 1993
# Shangai by Activision, Inc., 1986
# Sword of Fargoal by Epyx, 1992
# Tigers on the Prowl by HPS Simulations, 1994
# Courtside College Basketball by Haffner, 1984
# Star Fleet I: The War Begins by Interstel, 1985
The list
# ' by Sid Meier, 1991
# Ultima IV by Richard Garriott and Origin Systems, 1985
# M.U.L.E. by Dan Bunten and Ozark Softscape, 1983
# Red Baron by Damon Slye and Dynamix, 1990
# Doom by John Carmack and id Software, 1993
# SimCity by Will Wright and Maxis, 1989
# Wing Commander by Chris Roberts and Origin Systems, 1990
# Empire by Walter Bright and Mark Baldwin, 1977
# Wasteland by Interplay Entertainment Productions, 1988
# Falcon 3.0 by Spectrum HoloByte, 1991
# Front Page Sports Football by Sierra, 1994
# Lemmings by DMA Design, 1991
# Zork I by Marc Blank et al, 1980
# Tetris by Alexey Pajitnov, 1985
# Panzer General by Strategic Simulations, Inc., 1994
# Wizardry by Sir-Tech, 1981
# Gabriel Knight 2: The Beast Within by Sierra Entertainment, 1995
# ' by Microprose Software, Inc., 1987
# Secret of Monkey Island by LucasArts, 1990
# Archon by Electronic Arts, 1983
# Their Finest Hour: The Battle of Britain by LucasArts, 1990
# X-COM by Microprose Software, Inc., 1994
# Might & Magic by New World Computing, Inc., 1986
# Raid on Bungeling Bay by Brøderbund Software, 1984
# Earl Weaver Baseball by Electronic Arts, 1987
# Links 386 by Access Software, 1992
# MechWarrior 2: 31st Century Combat by Activision, Inc., 1995
# Warcraft II: Tides of Darkness by Blizzard Entertainment, 1995
# Star Control II by Accolade, 1992
# Populous by Bullfrog Productions, 1989
# NASCAR Racing by Papyrus Design Group, Inc., 1994
# M1 Tank Platoon by Microprose Software, Inc., 1989
# Master of Orion by Simtex and Microprose Software, Inc., 1993
# Day of the Tentacle by LucasArts, 1993
# Chuck Yeager's Air Combat by Electronic Arts, 1991
# Quake by id Software, 1996
# Duke Nukem 3D by Apogee Software, 1996
# Crusader: No Remorse by Origin Systems, 1995
# Red Storm Rising by Microprose Software, Inc., 1988
# Harpoon by 360 Pacific, 1989
# ' by Microprose Software, Inc., 1990
# ' by Infocom, 1984
# Betrayal at Krondor by Dynamix, 1993
# Ultima VI by Origin Systems, 1990
# Rocket Ranger by Cinemaware, 1988
# Chessmaster by Software Toolworks, 1986
# Aces of the Pacific by Dynamix, 1992
# Command & Conquer by Westwood, 1995
# Dungeon Master by FTL, 1987
# Pinball Construction Set by Electronic Arts, 1983
# Reach for the Stars by Strategic Studies Group, 1988
# F-19 Stealth Fighter by Microprose Software, Inc., 1988
# Steel Panthers by Strategic Simulations, Inc., 1995
# Wing Commander III by Origin Systems, 1994
# Starflight by Electronic Arts, 1986
# Star Wars: TIE Fighter by LucasArts, 1994
# NBA Live by EA Sports, 1994
# Suspended by Infocom, 1983
# Gettysburg by Strategic Simulations, Inc., 1986
# EF2000 by Digital Integration, 1995
# The Seven Cities of Gold by Electronic Arts, 1984
# The Incredible Machine by Sierra Entertainment, 1993
# The Faery Tale Adventure by Micro Illusions, 1986
# Marathon by Bungie Software, 1994
# Wings by Cinemaware, 1990
# World Circuit by Microprose Software, Inc., 1992
# Syndicate by Bullfrog Productions, 1993
# Ultima Underworld: The Stygian Abyss by Origin Systems, 1992
# Leisure Suit Larry in the Land of the Lounge Lizards by Sierra Entertainment, 1987
# Dune II by Westwood, 1992
# Aces of the Deep by Dynamix, 1994
# Solitaire's Journey by QQP, 1992
# Quest for Glory I: So You Want To Be A Hero by Sierra Entertainment, 1989
# Monkey Island 2: LeChuck's Revenge by LucasArts, 1991
# You Don't Know Jack by Berkeley Systems, 1995
# Shadow of the Beast by Psygnosis, 1989
# ' by Strategic Studies Group, 1993
# Balance of Power by Mindscape, 1983
# Flight Simulator II by SubLogic, 1984
# Lode Runner by Brøderbund Software, 1983
# Loom by LucasArts, 1992
# ' by Epyx, 1987
# Rise of the Dragon by Dynamix, 1990
# Prince of Persia by Brøderbund Software, 1990
# RobotWar by Muse Software, 1981
# Silent Service by Microprose Software, Inc., 1985
# F/A-18 Interceptor by Electronic Arts, 1987
# Alone in the Dark by I-Motion, 1992
# Bard's Tale by Electronic Arts, 1985
# Carriers at War by Strategic Studies Group, 1992
# Battles of Napoleon by Strategic Simulations, Inc., 1985
# Defender of the Crown by Cinemaware, 1986
# Indiana Jones and the Fate of Atlantis by LucasArts, 1993
# King's Quest V by Sierra Entertainment, 1990
# Sam & Max Hit the Road by LucasArts, 1993
# Star Trek: Judgement Rites by Interplay Entertainment, 1994
# Wolfenstein 3-D by Apogee, 1992
# System Shock by Origin Systems, 1994
# Under a Killing Moon by Access Software, 1993
# AH-64D Longbow by Jane's, 1996
# Kampfgruppe by Strategic Simulations, Inc., 1985
# Gunship by Microprose Software, Inc., 1989
# Eric the Unready by Interplay Entertainment, 1992
# Deadline by Infocom, 1982
# Wizardry VII: Crusaders of the Dark Savant by Sir-Tech, 1987
# Battle Chess by Interplay Entertainment, 1988
# Perfect General by QQP, 1989
# Neuromancer by Interplay Entertainment, 1988
# Pacific War by Strategic Simulations, Inc., 1992
# Operation Crusader by Avalon Hill and Atomic Games, 1994
# Wayne Gretzky Hockey by Bethesda Softworks, 1989
# TV Sports: Football by Cinemaware, 1987
# Monopoly by Virgin and Hasbro, 1995
# Jagged Alliance by Sir-Tech, 1995
# Battleground 3: Waterloo by Talonsoft, 1996
# Castle Wolfenstein by Muse Software, 1981
# Beach Head by Access Software, 1983
# Fighter Duel Pro 2 by Jaeger Software, 1993
# Pinball Dreams by 21st Century Entertainment, 1990
# Trinity by Infocom, 1986
# Virtua Fighter by Sega, 1996
# Indianapolis 500: The Simulation by Electronic Arts, 1989
# Descent II by Interplay Entertainment, 1996
# Deathtrack by Activision, Inc., 1989
# Warcraft: Orcs & Humans by Blizzard Entertainment, 1994
# Gary Grigsby's War in Russia by Strategic Simulations, Inc., 1984
# Star Control by Accolade, 1992
# Tony LaRussa 3 by Stormfront, 1995
# MiG Alley Ace by Microprose Software, Inc., 1984
# Ogre by Origin Systems, 1986
# President Elect by Strategic Simulations, Inc., 1981
# Lexi-Cross by Interplay Entertainment, 1991
# Heroes of Might & Magic I by New World Computing, 1995
# I Have No Mouth, and I Must Scream by Cyberdreams, 1995
# NukeWar by Avalon Hill, 1983
# Dark Castle by Silicon Beach, 1986
# Magic Carpet by Bullfrog Productions and Electronic Arts, 1994
# Arcticfox by Electronic Arts, 1986
# Mean Streets by Access Software, 1989
# Crystal Caliburn by Starplay, 1993
# Master of Magic by Microprose Software, Inc., 1994
# Blue Max by Synapse, 1983
# Typhoon of Steel by Strategic Simulations, Inc., 1987
# Ultima III by Origin Systems, 1983
# Kasparov's Gambit by Electronic Arts, 1993
# Shangai by Activision, Inc., 1986
# Sword of Fargoal by Epyx, 1992
# Tigers on the Prowl by HPS Simulations, 1994
# Courtside College Basketball by Haffner, 1984
# Star Fleet I: The War Begins by Interstel, 1985