Title: EXAM3
Course: RITA MC - GAME DESIGN

Q: Every instance has a variable called __________ that records a number corresponding to the type of object it is.
- damage
- object_index
- event
- object_damage
A: object_index

Q: The Tank game included __________________________to increase the appeal of the game.
- options
- health bars
- secondary weapons
- damage
A: secondary weapons

Q: _____________ appear randomly in the battle arena and can be collected when a tank drives into them.
- Walls
- Options
- Pickups
- Weapons
A: Pickups

Q: A window into into a much larger playing area can be achieved in Game Maker using _______.
- visions
- views
- Object following
- screens
A: views

Q: The simplest way to create a competitive game mode is to make players ______________________ playing the single-player game.
- stop
- start
- take turns
- believe in
A: take turns

Q: Competitive games that create interactions between players provide each player with a game-play experience that is _____________________________.
- independent cooperation
- dependent on their opponent
- dependent cooperation
- mixed and matched
A: dependent on their opponent

Q: In general, game design that _______________________ for collaborating is more appealing.
- punishes rather than rewards
- rewards rather than punishes
- accepts options
- delivers competition
A: rewards rather than punishes

Q: ___________________________ can be a good option to include for die-hard gamers who want to prove that they are better than their opponents in a straight fight.
- Balanced characters
- Equivalent characters
- Dependent cooperation
- Dependent competition
A: Equivalent characters

Q: This diagram shows: _________________________ -as reflected in the design of the TANK Wars game.
- Weighted choices
- Balanced beginnings
- Balanced differences
- Cyclic Relationships
A: Cyclic Relationships

Q: A liberal use of _____________________ can hide a multitude of programming sins and give your artificial intelligence the apparent human fallibility that it needs.
- balanced components
- play testing
- equivalent characters
- the random command
A: the random command

Q: Which of these is NOT a way for characteristics to be balanced?
- Creating a test bed that allows characteristics to be tweaked in real time
- play testing
- Creating multiple views
- More play testing!
A: Creating multiple views

Q: _____________________________ are particularly useful when you want to refer to the same variable in different instances or in different rooms, since they keep their values between rooms.
- Local variables
- Global variables
- Plain variables
- Data resources
A: Global variables

Q: A(n) ________________________ style takes its name from the way the game world scrolls horizontally or vertically across the screen as the game progresses.
- X and Y Axis
- First Person Shooter
- Scrolling Shooter
- Vertical Horizon
A: Scrolling Shooter

Q: A ________________________ allows actions to be executed at preset points in time.
- variable
- time line
- global variable
- global object
A: time line

Q: Scrolling shooters or Timeline Games usually finish with ______________________.
- a big shoot out
- a level boss
- too many variables
- disaster
A: a level boss

Q: Time lines are very useful for _____________________ over the course of the game.
- good game play
- game scripting events
- controlling the order of events
- organization and speed
A: controlling the order of events

Q: A ____________________ is just a place for storing some kind of information, such as a number or some text.
- namespace
- place holder
- time line
- variable
A: variable

Q: In Game Maker, you can specify up to _________  different views.
- two
- three
- six
- eight
A: eight

Q: Which of these is NOT required information on the views tab in the room properties?
- Testing variables
- View in room
- Port on Screen
- Object following
A: Testing variables

Q: In SCRUM, game design is completed in a ________ manner.
- recursive
- conclusive
- iterative
- rapid
A: iterative

Q: With SCRUM, what question is NOT a part of the SPRINT retrospective?
- What worked well?
- What did not work well?
- What can be improved?
- What is next?
A: What is next?

Q: In the stand-up meeting of SPRINT planning (remember, this was part of the SCRUM perspective, this information was to be reviewed on scrum.org), which of the following is NOT a question to be answered?
- What will you do tomorrow?
- What did you do yesterday?
- What will you do today?
- What is impeding your progress
A: What will you do tomorrow?

Q: The convention of using the value 0 and 1 is so common, that you can substitute the keyword _____ and ______ to substitute for the digits.
- yes and no
- stop and go
- red and green
- true and false
A: true and false

Q: Finishing the game Wingman Sam, in Chapter 9, the last bells and whistles consisted of ______________ and __________________.
- a timeline and variables
- local settings and new icons
- a style sheet and sound effects.
- global game settings and a game sound loop
A: global game settings and a game sound loop

Q: A variable's name can only consist of letters and __________________.
- numbers
- the underscore symbol
- the ampersand
- the pound symbol
A: the underscore symbol