Counter-Strike 1.6 PLAYTEX
Download : PlayTex
Features:
Oldschool player models
New Weapons models
New sounds
New design
Powerful CFG
Bots (Controls: “H”)
Garanteed to run on Windows 8.1
48 proto
100% Anti-Hacking protection
Unlimited download speed
Fast installation (less than a minute)
New Weapons models
New sounds
New design
Powerful CFG
Bots (Controls: “H”)
Garanteed to run on Windows 8.1
48 proto
100% Anti-Hacking protection
Unlimited download speed
Fast installation (less than a minute)
Lincoln Laboratory donated the TX-0 to MIT in 1958. As the computer operated in real time and thus allowed for interactive programming, MIT allowed students to program the computer to conduct their own research, perhaps the first time that university students were allowed to directly access a computer for their own work. Further, the university decided to allow students to set the computer to tasks outside the bounds of classwork or faculty research during periods of time no one was signed up to do official work. This resulted in a community of undergraduate students led by Bob Saunders, Peter Samson, and Alan Kotok, many of them affiliated with the Tech Model Railroad Club, conducting their own experiments on the computer. In 1961, MIT received one of the first PDP-1 computers, which incorporated a relatively sophisticated point-plotting monitor. MIT provided a similar level of access to the computer for students as it did for the TX-0, resulting in the creation of the first (relatively) widespread, and thus influential, computer game, Spacewar!
Conceived by Steve Russell, Martin Graetz, and Wayne Wiitanen in 1961 and programmed primarily by Russell, Saunders, Graetz, Samson, and Dan Edwards in the first half of 1962, Spacewar! was inspired by the science fiction stories of E. E. Smith and depicted a duel between two spaceships, each controlled by a player using a custom built control box. Immensely popular among students at MIT, Spacewar! spread to the West Coast later in the year when Russell took a job at the Stanford Artificial Intelligence Laboratory (SAIL), where it enjoyed similar success. The program subsequently migrated to other locations around the country through the efforts of both former MIT students and DEC itself, more so after cathode ray tube (CRT) terminals started becoming more common at the end of the 1960s.
As computing resources continued to expand over the remainder of the decade through the adoption of time sharing and the development of simpler high-level programming languages like BASIC, an increasing number of college students began programming and sharing simple sports, puzzle, card, logic, and board games as the decade progressed. These creations remained trapped in computer labs for the remainder of the decade, however, because even though some adherents of Spacewar! had begun to sense the commercial possibilities of computer games, they could only run on hardware costing hundreds of thousands of dollars. As computers and their components continued to fall in price, however, the dream of a commercial video game finally became attainable at the start of the 1970s.
By 1970, the introduction of medium scale integration (MSI) transistor–transistor logic (TTL) circuits combining multiple transistors on a single microchip had resulted in another significant reduction in the cost of computing and ushered in a new wave of minicomputers costing under $10,000. While still far too costly for the home, these advances lowered the cost of computing enough that it could be seriously considered for the coin-operated games industry, which at the time was experiencing its own technological renaissance as large electro-mechanical target shooting and driving games like Sega Enterprises’s Periscope (1967) and Chicago Coin’s Speedway (1969) pioneered the adoption of elaborate visual displays and electronic sound effects in the amusement arcade. Consequently, when a recent engineering graduate from Utah with experience running coin-operated equipment named Nolan Bushnell first saw Spacewar! at SAIL in late 1969 or early 1970, he resolved to build a coin-operated version for public consumption. Enlisting the aid of an older and more experienced engineer named Ted Dabney, Bushnell built a variant of the game called Computer Space in which a single player-controlled spaceship dueled two hardware-controlled flying saucers. Released in late November or early December 1971 through Nutting Associates, the game failed to have much impact in the coin-operated marketplace.

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