Title: FINAL EXAM
Course: RITA MC - GAME DESIGN > Section: Module 4

Q: Most players should be able to complete MEDIUM levels. Design these _____________________
- for those who have played these kinds of games
- for those who have never played a game of the same genre before.
- for casual game-players of this genre
- for those who have a passion for game play.
A: for casual game-players of this genre

Q: _________ is what happens when the rules of a game interact with each other so that the player can do something the designer hadn’t predicted.
- Acquisition
- Emergence
- Oversight
- Exploitation
A: Emergence

Q: To develop the Game concept document, the process begins with the one-sheet design, also known as ___________.
- the game manual
- the hook
- the Executive Summary
- an Interface
A: the Executive Summary

Q: All players should be able to complete EASY levels. Design these for players who have ______________________
- played these kinds of games
- never played a game of the same genre before.
- these for casual game-players of this genre
- are passionate about game play.
A: never played a game of the same genre before.

Q: When you ask your friends for help, if you reject all their ideas before they finish their sentence, they’ll
- Sabotage your efforts
- quickly stop contributing!
- Change the subject
- Steal your ideas.
A: quickly stop contributing!

Q: _________ refers to the part of the game that allows the player to make selections concerning title screens, buttons to start a new game or load a saved game.
- front-end
- back-end
- framework
- none of the above
- all of the above
A: front-end

Q: When using the free version of Game Maker, it includes a pop-up that can be removed only by upgrading to the full version.
- True
- False
A: True

Q: ________ is the default for creating a Sprite.
- 16x20pixels
- 6x6 pixels
- 32x32pixels
- 6x6 inches
A: 32x32pixels

Q: The front end of a game normally contains ______________.
- Title screen
- end of game screen
- the actual game
- player results
A: Title screen

Q: The Perform Events option controls whether the Create Event of the current option and the Destroy event of the new object should be called.
- True
- False
A: False

Q: There are many assets available, including a developer forum on the website at www.yoyogames.com.
- True
- False
A: True

Q: The default color scheme for GameMaker Studio is a dark background. It is possible to change the "skin" of the interface via Preferences-General. The change takes affect immediately, the application does not have to be restarted.
- True
- False (You must restart the program for the changes to take effect.)
A: False

Q: The top left corner of a sprite is it’s origin, which helps to control its position on the screen.
- True
- False
A: True

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

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: In the Angry Castles Tutorial, a game is deconstructed and reconstructed.  Objects and Instances are identified and altered with GML Code.
- True
- False
A: True

Q: One of the things that makes GameMaker: Studio so unique is the ease with which simple commands and functions can be made to manipulate your game world using _____________.
- events
- actions
- Game Maker Language (GML)
- DnD
A: actions

Q: We use ____ to comment out a single line of code.
- /
- //
- \
- REM
A: //

Q: Good level design is about providing players with
- new and interesting challenges as they progress through the game
- ways to save the game levels
- options to pursue their own goals
- flexing their skills and abilities
A: new and interesting challenges as they progress through the game

Q: Which of these reasons would explain why you would want to provide your game to most users as an executable file?
- you don't want others to get access to all your hard work
- you don't want others to be able to change the game
- you would want them to have access to your code
- you want people to play the game even if they do not have a copy of GameMaker: Studio.
A: you don't want others to get access to all your hard work; you don't want others to be able to change the game; you want people to play the game even if they do not have a copy of GameMaker: Studio.

Q: With break-points, you can stop your actions from being performed and then "_________" through them to identify the exact source of the error.
- walk cycle
- step
- debug
- break
A: step

Q: If Windows Standard is the platform version you are using, then you would use __________extensions, unless your Game Design is destined for the Steam Workshop (which prohibits their use). (there are multiple answers)
- DLL
- GML
- Dynamic Link Library
- html
A: DLL; GML; Dynamic Link Library

Q: How many parts is the Object Editor divided into?
- 4
- 2
- 3
- 6
A: 4

Q: Before doing a final build of your project for release, you should always ___________________.
- save your game
- rename your file versions
- clear the Asset Compiler Cache
- backup your game
A: clear the Asset Compiler Cache

Q: You can see a list of all extension packages available as they are stored by default in the "Extensions" folder of the root directory where you have GameMaker: Studio installed.
- True
- False
A: True

Q: GameMaker: Studio also has a long list of error messages that can be shown either when compiling your game or when the game itself is running. These messages point to the specific error in question and can be used to pinpoint a problem within a specific object or script, helping greatly with the process of ___________ your game.
- compiling
- troubleshooting
- running
- debugging
A: debugging

Q: A collision event with a child object _____________ collisions with parents of that object.
- does not apply to
- inherits
- also applies to
- none of the above
- all of the above
A: does not apply to

Q: When running a game for debugging, you can also see how your game performs and get an overview of how everything is performing by using the ____________ option in the Debug Module.
- Scripts
- Run Normal
- Profile
- Help
A: Profile

Q: This is the ____________ charm & lets you share different things using different programs from within the Windows 8 UI.
- settings
- share
- global
- notification
A: share

Q: This is the ______________ charm, for designing our game for Windows 8.
- settings
- share
- global
- notification
A: settings

Q: Which guy created the Home Video Game Console?
- James Joyce
- Ralph Baer
- Nolan Bushnell
- Shigeru Miyamoto
A: Ralph Baer

Q: Which THREE games was Shigeru Miyamoto responsible for designing and developing? (multiple answers)
- Mario Brothers
- Legend of Zelda
- Mortal Kombat
- Donkey Kong
A: Mario Brothers; Legend of Zelda; Donkey Kong

Q: The rules of the game. Digital examples include running, jumping and shooting. Non-digital examples include turn taking, dice rolling and moving.
- power-ups
- hazards
- mechanics
- balance
A: mechanics

Q: _____________ result when rules are put in motion. An example is spawn camping (standing next to the spawn point and killing players that come out of it).
- Mechanics
- Dynamics
- Game-Test
A: Dynamics

Q: A collection of game mechanics that is responsible for producing a given outcome within a larger game such as character creation, combat or casting spells.
- Game System
- Game Dynamics
- Game Mechanics
- Balance
A: Game System

Q: The direct representation of a player in a game, both digital and non-digital (as in board games). (Select all that apply-multiple answers)
- icon
- character
- token
- avatar
A: token; avatar

Q: The point at which the developer is expected to deliver some type of predetermined content. It may be a document, numerous art assets, or a completed game.
- Marker
- Milestone
- Alpha
- Gold
A: Milestone

Q: components or game objects
- game bits
- icons
- avatars
- game bytes
- none of the above
A: game bits

Q: Games created with GameMaker: Studio take place in one or more ___________ .
- levels
- stages
- rooms
- scenes
A: rooms

Q: For 10 points, summarize a brief history of the Electronic/Digital Game Industry.  Include approximate dates for when the first Electronic/Digital Games were created. Who was the "Father of the Video Controller"? Who was Shigeru Miyamoto, Gunpei Yokoi and what were their roles in the Industry?  This is an ESSAY question.  An essay is more than a few sentences, and more than one paragraph. Include how the industry progressed, where games were played as time has gone on, and even provide your thoughts on where the Industry is headed?  What is in your future in Digital Game Design?