ArticleslgStudy

science

K240

K240 is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand K240 rather than just read about it. In short: K240 is a real-time strategy video game published by Gremlin Graphics and released for the Amiga home computer in 1994. It is a sequel to the 1991 game Utopia: The Creation of a Nation.

K240 — main illustration
K240 — illustration

Key takeaways

  • K240 belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect K240 to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of K240 from memory before moving on to harder problems.

Reference excerpt

K240 is a real-time strategy video game published by Gremlin Graphics and released for the Amiga home computer in 1994. It is a sequel to the 1991 game Utopia: The Creation of a Nation.

Gameplay K240 is a real-time strategy game where the player manages a franchise of asteroid mining colonies in a distant sector of space. The player begins with control of a single asteroid, a minimal colony, and one Transporter ship used to carry ore and establish new colonies. Gameplay primarily involves constructing various buildings for life support, mining, and defence. The game takes place in a sector of space contested by one of six alien species, whose technology level and aims are similar to the player. Fog of war primarily limits the player's field of view to a small area around their own colonies, requiring the use of scout ships and spy satellites to locate and observe the enemy. The ultimate goal of the scenario is to destroy all alien asteroid colonies. To this end, both sides can construct armed ships and deploy a variety of long-range missiles. The game is controlled primarily with the mouse, with a few keyboard shortcuts. Players must carefully manage their supply of money, which is depleted with construction and gained by things like selling ore and receiving bonuses for defeating the enemy. Colonies also require various needs to be maintained, usually by constructing the appropriate buildings, such as power, food production, and security to maintain morale. As an early example of its genre, K240 omits certain features which would become standard features of real-time strategy games. The player cannot select individual movement or targets for ships; they can be ordered to a specific asteroid, but once there they move fire randomly at enemy targets. There is no research system or tech tree; although advanced technologies can be unlocked, it is by purchasing blueprints with money. There are six scenarios, each featuring a different alien species with different technology and behaviour. The game is considered "won" when the sixth and final enemy is defeated, although the scenarios can be challenged in any order, and it is technically not necessary to defeat the other five to win the game.

Plot

The year is 2380. The Terran Empire, a vast interstellar civilization spanning over a thousand worlds within three hundred light years of Earth, competes with alien species for territory and resources. Mining franchises have opened in the Fragmented Sectors, a region of space filled with asteroids. The player conducts one such mining operation inside Sector K240, a cube of space fifty light years across. They must operate in a region of space contested by an hostile alien species, who are seeking to claim the region for themselves. Operating independently and with little official support, the player must establish mining colonies on asteroids, deploying warships and long-range missiles to drive out the aliens and claim the sector for themselves.

Development K240 was a successor to Utopia: The Creation of a Nation (1991), a sci-fi colony management simulator inspired by Sim City. That game was originally conceived as in the fantasy genre, but switched to futuristic in order to avoid the technical challenge of writing pathfinding code. Utopia used an isometric view in order to appear more visually impressive, and innovated over Sim City with the inclusion of a definitive enemy. In January 1992, a sequel to Utopia was planned, tentatively scheduled for the end of 1992. Development began in May 1992, following the production of an expansion disk for the original Utopia. The lengthy initial design document was overly ambitious, and included features such as null modem multiplayer which ultimately proved infeasible. However, it defined critical new features as the ability to see the alien city directly, a greater focus on military strategy, and the asteroid-based setting. K240 was programmed by Graeme Ing, written in assembly language using a PC cross-development setup running SNASM68K. The game's graphics were provided by Pete Daniels, who produced it on an Amiga 500 in Deluxe Paint over the span of six months. These were largely complete by July 1993, although small tweaks would continue to be made late in development. Patrick Phelan was credited with music for the game, although no music appears in the final game. However, he and Neil Biggin are credited with sound effects. The name K240 was announced in August 1993. It was inspired by the cover of a blank VHS cassette, which bore the letter "K" and the digits "240", likely referring to the tape's 240-minute run time. A major crash bug was discovered late in development, resulting in Ing working twelve to fourteen hour days in an attempt to fix it before release. The finished game build was made on Friday, 20 May 1994 at 1:31 PM, with producing Mark Glossop delivering the disks to the duplicator in person to meet the deadline. An initial print run was made of 30,000 copies.

Release Unlike its predecessor, Utopia, K240 was only released on the Amiga platform, where it was available for all Amigas with at least 1 MB of RAM. The game retailed for around £29.99 in the UK, and featured English, French, and German translations. Demo versions of the game were distributed in the March 1994 issues of British magazine CU Amiga and Australian magazine Amiga Down Under. The demo promised a release date of March 1994, but this would ultimately be delayed. French magazine Amiga Dream also offered a copy of the demo to readers who mailed in. The finished game hit the shelves in 1994, at some point between 20 May, when the final build was released, and 26 May, when pirate groups TRSI & Zenith produced a cracked copy with the anti-piracy protection removed. Following the game's release, an updated build was released to fix a bug which could cause the game to crash when moving fleets. The build was produced on 7 June 1994 at 11:15 AM. A 30-minute tutorial VHS tape would also be advertised by a flyer included in some copies of the game.

Reception

… excerpt ends here. Continue reading the full article.

Illustrations

K240: Screenshot
Screenshot

Worked examples

Example 1 — a first encounter with K240

Start with the simplest possible case. Write down what K240 claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to K240 before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about K240 ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of K240

In research
K240 appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses K240 in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
K240 is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1994 video games, Amiga-only games, Amiga games, so understanding it makes those chapters shorter.
In everyday life
Look for K240 outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

Affiliate

Preply — study more efficiently by working with a personal tutor. 50% off.

How to study K240 in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what K240 means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain K240 out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is K240 in simple terms?

K240 is a real-time strategy video game published by Gremlin Graphics and released for the Amiga home computer in 1994. It is a sequel to the 1991 game Utopia: The Creation of a Nation.

Why does K240 matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study K240?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on K240.

Tags

  • 1994 video games
  • Amiga-only games
  • Amiga games
  • Fiction about asteroid mining
  • Gremlin Interactive games
  • Real-time strategy video games
  • Science fiction video games
  • Single-player video games
  • Video games developed in the United Kingdom
  • Video games set in the 24th century
  • Video games with isometric graphics

Keep exploring