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Tau Ceti (video game)

Tau Ceti (video game) 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 Tau Ceti (video game) rather than just read about it. In short: Tau Ceti is a video game published in 1985 by CRL for the ZX Spectrum and converted to the Amstrad CPC, Amstrad PCW, Atari ST, Commodore 64, and MS-DOS. It was designed and programmed by Pete Cooke.

Tau Ceti (video game) — main illustration
Tau Ceti (video game) — illustration

Key takeaways

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

Reference excerpt

Tau Ceti is a video game published in 1985 by CRL for the ZX Spectrum and converted to the Amstrad CPC, Amstrad PCW, Atari ST, Commodore 64, and MS-DOS. It was designed and programmed by Pete Cooke. The world, set on Tau Ceti III orbiting Tau Ceti, is displayed using 3D graphics with shadow effects. The planet has a day and night cycle. Tau Ceti: The Special Edition, was released for the 128K Spectrum and Amstrad CPC in 1987, with extra coding by Chris Newcombe. A sequel, Academy, was released in 1986.

Origins and development The origins of Tau Ceti and its game engine came from Cooke attempting to work out how the spheres in the game Gyron, released by Firebird Software for the ZX Spectrum in 1985, had been created:

...for a long while it had puzzled me how on earth they did the spheres. It obviously couldn't be a sprite because they didn't have enough memory to have that many sprites. I finally twigged that they must have used a table of line widths, and I thought about it a bit, then realised I could split it three quarters and a quarter, and then it would look like a shadow.

I just went away and played with that for quite a long while and got it so that I had the sun in the sky and the shadow in the right place. And it sort of came from that, really. Having created the basics of a game engine, Cooke had to decide on a scenario for his new game:

It was all made up as I went along. I know a bit about astronomy, so I looked around for a likely location - because the way the routine works meant it couldn't be in space; you couldn't have the sun above because the line-draw routine wouldn't work, it would have to be on the surface of a planet. And I thought 'Right, it can't be Earth because it looks a bit barren for Earth, it's got to be another planet.' So I looked round for nearby stars that might be inhabited and Tau Ceti had a nice-sounding name. Cooke was also inspired when writing Tau Ceti by the works of the science-fiction writers Larry Niven and Isaac Asimov, and the space-simulator Elite.

Plot Humanity has spread out and colonised nearby star systems but a plague in 2150 led to the colonies being abandoned and left to their automated robotic maintenance systems. While several of these colonies have been successfully re-inhabited, the colony on the planet Tau Ceti III (orbiting the star Tau Ceti) has been uncontactable since a meteor smashed into the planet. A mission sent to Tau Ceti III in 2164 landed on the planet but broadcast a mayday message followed by silence. Experts decided that the planet's robots were running amok as a result of the meteorite impact. The only chance, it was decided, of successfully stopping the defence systems without destroying the cities already there is to send a single pilot in an armoured Gal-Corp skimmer to the planet's surface with the task of shutting down the central reactor in Tau Ceti III's capital, Centralis.

Gameplay

The planet Tau Ceti III consists of several cities which themselves consist of clusters of buildings with their defensive laser towers and patrolling robot Hunter ships. The player's skimmer can dock with some of these buildings and find parts needed to help shut down the central reactor as well as refuel and find vital information. The cities themselves can be travelled to by means of a "jump pad" which makes the long trips between them much quicker. The gameworld is displayed in a 3D view from the skimmer. As well as displaying these 3D graphics, Cooke's game engine renders them with simple shadows in order to simulate the day and night cycle of Tau Ceti III. These days are much shorter than Earth's consisting of one spin of the planet per hour with sixteen "spins" to a Cetian day. The cities of Tau Ceti III are extremely hostile places as they are full of robot defences. These consist of laser towers, Fortresses (which are essentially better-armoured Towers), Hunter ships (of which there are three types: Mark I, Mark II and Mark III), and slowly moving mines. To defend itself against these, the skimmer is armed with lasers, missiles, and ammunition (to destroy missiles fired by robot Hunters). The skimmer also has a shield although its power is limited and if the shield is badly depleted or exhausted, the skimmer will take damage and some of its systems will fail. They can be repaired at any supply centre. Any static defences (e.g. buildings) which are destroyed are permanently destroyed. Any mobile defences (Hunters, droids, etc.) are renewed when the player leaves a city; so cities are never fully cleared. Cities vary greatly in their defences; a few cities are almost undefended (just minefields), a few cities are intensely defended (e.g. Centralis, where the main reactor is). The skimmer is also fitted with a scanner in order to detect buildings or Hunters not in its forward view or at a distance, and a compass to aid navigation. To cope with Tau Ceti III's frequent hours of darkness, the skimmer has an infra-red display mode and also carries a limited number of short-lived flares. Although Tau Ceti is primarily an action game, it has some text-input sections when the skimmer docks or lands on the planet's surface. When this happens, the player can communicate with the skimmer using simple commands such as "HELP", "STATUS" or "SCORE" to get access to game information. If docked with a building, "LOOK" will display a picture of the inside of the building and "EQUIP" will allow access to anything useful in that building. As with some other Cooke games, the game also has an inbuilt note-taking system (accessed via the command "PAD") to take notes without using pen and paper.

Reactor rods In order to shut down the central reactor, the main objective of the game, the player must first locate the forty pieces of the reactor cooling rods and assemble them into twenty complete rods which can then be inserted into the reactor to shut it down. The assembly of the rods is achieved by using the command "RODS" which displays a screen showing found rod-pieces which can then be assembled in a manner similar to a simple jigsaw puzzle.

Reception

… excerpt ends here. Continue reading the full article.

Illustrations

Tau Ceti (video game): Atari ST gameplay
Atari ST gameplay

Worked examples

Example 1 — a first encounter with Tau Ceti (video game)

Start with the simplest possible case. Write down what Tau Ceti (video game) 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 Tau Ceti (video game) 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 Tau Ceti (video game) 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 Tau Ceti (video game)

In research
Tau Ceti (video game) 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 Tau Ceti (video game) 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
Tau Ceti (video game) is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1985 video games, Amstrad CPC games, Amstrad PCW games, so understanding it makes those chapters shorter.
In everyday life
Look for Tau Ceti (video game) 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.
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How to study Tau Ceti (video game) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Tau Ceti (video game) 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 Tau Ceti (video game) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Tau Ceti (video game) in simple terms?

Tau Ceti is a video game published in 1985 by CRL for the ZX Spectrum and converted to the Amstrad CPC, Amstrad PCW, Atari ST, Commodore 64, and MS-DOS. It was designed and programmed by Pete Cooke.

Why does Tau Ceti (video game) 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 Tau Ceti (video game)?

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 Tau Ceti (video game).

Tags

  • 1985 video games
  • Amstrad CPC games
  • Amstrad PCW games
  • Atari ST games
  • CRL Group games
  • Commodore 64 games
  • DOS games
  • Fiction set around Tau Ceti
  • Science fiction video games
  • Single-player video games
  • Telecomsoft games
  • Video games developed in the United Kingdom

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