

Prestige is also important, as partially determines what future missions will be available. Between missions, players need to perform basic management duties, not the least of which is weighing the costs and benefits of embarking on particular missions. Participating in and successfully completing missions brings rewards of money, salvage, and prestige, all of which become very useful during your campaign. Spanning ten planets and more than 50 missions, players will have to carefully manage all available resources while still trying to turn a profit. Each sponsor brings specific benefits, such as higher levels of technology, better pay rates, and earlier access to certain weapons. After gaining a sponsor from the likes of Wolf's Dragoons, Gray Death Legion, Kell Hounds, or Northwind Highlanders you're free to manage your own destiny, deciding what missions you accept, the supplies and resources you purchase, the pilots you hire, and more. As the leader of newly authorized mercenary company your role is quite simply to satisfy the sudden demand for your "expertise," as well as to satiate your thirst for the almighty C-Bill. MechWarrior 4: Mercenaries picks up with the Inner Sphere embroiled in a civil war between the Federated Commonwealth and the Lyran Alliance. His extensive collection is an excellent example of the merging of work and play, and will encourage us all to remember that "Play is our brain's favorite way of learning.Money makes the world go around, and such is still the case in the year 3063. Warren Buckleitner, the editor of "The Children's Technology Review" and a doctor of educational psychology, has donated a representative sample of educational software games, as well as general PC video games. The possibilities for the future seem limitless, and "gamers" eagerly await the release of advanced consoles and new game titles. The games they play are a unique combination of technology and graphic art, and game developers have continually pushed the limits of design to create exciting new settings and cutting-edge graphics. They still play in their home or dorm room with friends, but increasingly they play online as well. Today, players are boys and girls, men and women, both young and old.



The gaming world was once populated primarily by pre-teen and teenage boys, often huddled around televisions in each other's living rooms. In the nearly four decades since the release of the Magnavox Odyssey, home video game consoles have become a significant part of American culture and the industry has grown into a multi-billion dollar enterprise. It all began with Ralph Baer, the "Father of TV Games." His ideas ushered in a new era of electronic entertainment and sparked the home video game revolution.
