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Well, gosh. :0
First one would be Pong. It's one of the first Video Games, and thus, should be played for more than a few rounds. I'd focus on how this, and whatever spawned in its creation, seemingly had an extremely direct control of the values that represent the player's location, and how in later games, the system itself did much more math for the playing experience. The only thing the system worked out in Pong was the ball, and the values of the paddles were directly represented by the player's position on the dial. Such a method of direct control isn't seen on a mass level until much later, but even then, the system does most of the math.
Next up, we'd go on to a classic Computer RPG, to analyze how the system keeps track of data, and how the Computer's ability to calculate is absolutely crucial to the gaming experience. Also, I'd note that the control scheme was entirely different from Pong's. In Pong, your paddle was directly represented by the setting on the dial. In this, you add to either the X or Y axis by 1 or -1.
Then we'd go on to Metroid, for the NES, but just for the Password System. This is to show directly how saving works. The Password system in Metroid is possible because there's so little to store on the save file. It also has to be made in a specific format, that the company does not share with the public, as to avoid letting players cheat. Each part means something. We'd also take a quick look at the physics of the game. When Samus hits an enemy, she's knocked backwards in relation to where the enemy was. Meaning, in the opposite direction. When the X and Y values get so close to one another, that happens. But if the Y value is above the enemy's value by such an amount, (you jumped over) you aren't hit by the enemy, and you don't go backwards. The X and Y values of both Samus and the enemy must be very close for the reaction to happen.
Then, we'd go on to Sonic the Hedgehog, for more on physics. The more Sonic runs, the faster he gets. This is acceleration. When you let go of the button, and stop adding to the acceleration, he goes slower. If you hit the opposite direction, then his speed gets closer to 0 at a faster rate.
The things seen in the previous games are absolutely crucial, and commonly used in EVERY video game today. After that little bit, I'd make a quick note of a more recent game, Smash Bros. Brawl, and how if you knock the character "Toon Link" high at a very fast rate, and Toon Link uses his Down-A, he freezes mid-air for a short period of time. Let's say the upwards force of an enemy's attack was 10, and the downward force of Toon Link's Down A was 15. He'd stop the upwards force, and go down at whatever rate 5 represents. However, if the upwards force was 15, and Toon Link's Downward Force was 15, then Toon Link will be stuck in the air. If the upwards force was 20, and the Downward Force was 15, then Toon Link would still be stuck in the air, because Toon Link moving downward at a rate of -5 would be weird.
I'd also note how Video Game systems and Computers have increased in how much they can do mathematically at one time over the course of time, and use this to lead into the next lesson: Competition.
I don't feel like writing more. :3
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