PÜNCT VS SIMON
PÜNCT
PÜNCT is a two-player strategy board game. It is the sixth (and final) release in the GIPF project of six abstract strategy games, although it is considered the fifth game in the project. It was released in 2005. PÜNCT won the Games Magazine Best Abstract Strategy game for 2007. The PÜNCT board game is one of six games a part of the GIPF project. This project was created by Kris Burm and is a series of six abstract games. PÜNCT is the 5th game of the project and the board of this game is shaped like a hexagon. This game was released in 2005.[citation needed] PÜNCT is a two-player connection game. The objective is to connect two sides of a hexagonal board, using pieces which cover three hexes each. The pieces can be placed, moved, rotated, and stacked in various ways, restricted by the geometry of the board, the shape of the pieces, and gravity. Players can bring new pieces to the board or can attempt to connect the pieces already in play. The objective of the game is to mislead the opponent. When the players take their first turn, they are not able to use the central hexagon. The PÜNCT piece is used as a point of reference throughout the game, but the PÜNCT piece can't be moved when the player is making a move. Minor dots can land on the other player's piece, but the PÜNCT piece may not. In order to make a move, three dots must be in perfect alignment. The pieces that are on top of all of the other pieces have the most power in this game. The dots on the ends of the pieces must be at the same level horizontally to play this game correctly. In order to make a bridge in this game, you must perform a jump move on a piece already on the board. The positions of the dots at the end don't have to be aligned with the middle or stable horizontally. When determining the winner, a player can lift one piece at a time to determine if a connection was made. To connect opposite sides in this game, players can move pieces on top of other pieces or they can stack pieces to block the opponent's connection, ergo, making a connection for themselves. The actual PÜNCT piece, which is a rounded piece that has one point, cannot be used to make a connection or form a “chain” but rather used as a point of reference.
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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!".