OWARE VS SIMON
OWARE
Oware is an abstract strategy game among the Mancala family of board games (pit and pebble games) played worldwide with slight variations as to the layout of the game, number of players and strategy of play. Its origin is uncertain but it is widely believed to be of Ashanti origin. Played in the Bono Region, Bono East Region, Ahafo Region, Central Region, Western Region, Eastern Region, Ashanti Region of Ghana and throughout the Caribbean, Oware and its variants have many names - Ayò, Ayoayo (Yoruba), Awalé (Ivory Coast, Benin), Wari (Mali), Ouri, Ouril or Uril (Cape Verde), Warri (Caribbean) Pallanguzhi (India) Wali (Dagbani), Adji (Ewe), Nchọ/Ókwè (Igbo), ise (Edo), Awale in (Ga) meaning Spoons in English according to the Ga name for the game. A common name in English is Awari but one of the earliest Western scholars to study the game, Robert Sutherland Rattray, used the name Wari. The game requires an oware board and 48 seeds. A typical oware board has two straight rows of six pits, called "houses", and optionally one large "score" house at either end. Each player controls the six houses on their side of the board, and the score house on their end. The game begins with four seeds in each of the twelve smaller houses. Boards may be elaborately carved or simple and functional; they may include a pedestal, or be hinged to fold lengthwise or crosswise and latch for portability and storage with the seeds inside. While most commonly located at either end, scoring houses may be placed elsewhere, and the rows need not be straight. When a board has a hinged cover like a diptych, the scoring houses may be carved into the two halves of the cover, and so be in front of the players during play. The ground may also be used as a board; players simply scoop two rows of pits out of the earth. In the Caribbean, the seeds are typically nickernuts, which are smooth and shiny. Beads and pebbles are also sometimes used. In the West, some cheaper sets use oval-shaped marbles. Some tourist sets use cowrie shells. The game starts with four seeds in each house. The objective of the game is to capture more seeds than one's opponent. Since the game has only 48 seeds, capturing 25 is sufficient to win the game. Since there is an even number of seeds, it is possible for the game to end in a draw, where each player has captured 24.
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SIMON
Simon is an electronic game of memory skill invented by Ralph H. Baer and Howard J. Morrison, working for toy design firm Marvin Glass and Associates, with software programming by Lenny Cope. The device creates a series of tones and lights and requires a user to repeat the sequence. If the user succeeds, the series becomes progressively longer and more complex. Once the user fails or the time limit runs out, the game is over. The original version was manufactured and distributed by Milton Bradley and later by Hasbro after it took over Milton Bradley. Much of the assembly language code was written by Charles Kapps, who taught computer science at Temple University and also wrote one of the first books on the theory of computer programming. Simon was launched in 1978 at Studio 54 in New York City and was an immediate success, becoming a pop culture symbol of the 1970s and 1980s. Ralph H. Baer and Howard J. Morrison were introduced to Atari's arcade game Touch Me at the Music Operators of America (MOA) trade show in 1976. Baer said of the product, "Nice gameplay. Terrible execution. Visually boring. Miserable, rasping sounds." The prototype built by Baer used the low cost Texas Instruments TMS 1000 microcontroller chip, which was in many games of the 1970s. Lenny Cope, who was one of Ralph H. Baer's partners, programmed the core of the game, titled Follow Me at the time. Baer developed the tones of the game, inspired by the notes of a bugle. When they pitched the demo, an 8-by-8-inch console, to the Milton Bradley Company the name of the game was changed to Simon. Simon debuted in 1978 at a retail price of $24.95 (equivalent to $98 in 2019) and became one of the top-selling toys that Christmas. U.S. Patent 4,207,087: "Microcomputer controlled game", was granted in 1980. Milton Bradley soon capitalized on the original with both the smaller-sized Pocket Simon and the expanded, eight-button Super Simon. Many variants of Simon have been made since Hasbro acquired Milton Bradley in the 1980s, building on the possibilities offered by advances in technology. The original Super Simon was reinvented in the late 1990s as a hexagonal unit with six buttons. 2000 saw Simon Squared (or Simon2), a unit with the four traditional buttons on one side, and a set of eight smaller buttons on the other. In 2004, Hasbro released the Simon Stix. The game features two electronic sticks (modeled after drumsticks), an emphasis on the musical part of the game, and features four levels of play. In 2005, Hasbro released Simon Trickster (also known as Simon Tricks in Europe and in the UK, and as Simon Genius in Brazil), which features four game modes, in a similar fashion to another Hasbro game, Bop It, and colored lenses instead of buttons. "Simon Classic" mode plays up to 35 tones(notes). "Simon Bounce" is similar to "Simon Classic", but instead the colors of the lenses change. "Simon Surprise" is one of the most difficult games in the unit. Every lens becomes the same color and the player has to memorize the location. "Simon Rewind" requires the player to memorize the sequence backwards. During each game, the player is paid a compliment after a certain number of tones completed. On reaching five and eleven tones, the computer will randomly choose "Awesome!", "Nice!", "Sweet!" or "Respect!". On reaching 18 tones, the game will play a victory melody three times. On reaching the ultimate 35 tones, the game will play the victory melody again and will say "Respect!". If the player fails to memorize the pattern or fails to press the right color within the time limit, the game will play a crashing sound and the game will say "Later!".