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3
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from Wikipedia
← 2 3 4 →
−1 0 1 2 3 4 5 6 7 8 9
Cardinalthree
Ordinal3rd
(third)
Numeral systemternary
Factorizationprime
Prime2nd
Divisors1, 3
Greek numeralΓ´
Roman numeralIII, iii
Latin prefixtre-/ter-
Binary112
Ternary103
Senary36
Octal38
Duodecimal312
Hexadecimal316
Arabic, Kurdish, Persian, Sindhi, Urdu٣
Bengali, Assamese
Chinese三,弎,叄
Devanāgarī
Santali
Ge'ez
Greekγ (or Γ)
Hebrewג
Japanese三/参
Khmer
ArmenianԳ
Malayalam
Tamil
Telugu
Kannada
Thai
N'Ko߃
Lao
GeorgianႢ/ⴂ/გ (Gani)
Babylonian numeral𒐗
Maya numerals•••
Morse code... _ _

3 (three) is a number, numeral and digit. It is the natural number following 2 and preceding 4, and is the smallest odd prime number and the only prime preceding a square number. It has religious and cultural significance in many societies.[1]

Evolution of the Arabic digit

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The use of three lines to denote the number 3 occurred in many writing systems, including some (like Roman and Chinese numerals) that are still in use. That was also the original representation of 3 in the Brahmic (Indian) numerical notation, its earliest forms aligned vertically.[2] However, during the Gupta Empire the sign was modified by the addition of a curve on each line. The Nāgarī script rotated the lines clockwise, so they appeared horizontally, and ended each line with a short downward stroke on the right. In cursive script, the three strokes were eventually connected to form a glyph resembling a ⟨3⟩ with an additional stroke at the bottom: .

The Indian digits spread to the Caliphate in the 9th century. The bottom stroke was dropped around the 10th century in the western parts of the Caliphate, such as the Maghreb and Al-Andalus, when a distinct variant ("Western Arabic") of the digit symbols developed, including modern Western 3. In contrast, the Eastern Arabs retained and enlarged that stroke, rotating the digit once more to yield the modern ("Eastern") Arabic digit "٣".[3]

In most modern Western typefaces, the digit 3, like the other decimal digits, has the height of a capital letter, and sits on the baseline. In typefaces with text figures, on the other hand, the glyph usually has the height of a lowercase letter "x" and a descender: "". In some French text-figure typefaces, though, it has an ascender instead of a descender.

A common graphic variant of the digit three has a flat top, similar to the letter Ʒ (ezh). This form, sometimes called a banker's 3, can stop a forger from turning the 3 into an 8. It is found on UPC-A barcodes and standard 52-card decks.[citation needed]

Mathematics

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Divisibility rule

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A natural number is divisible by 3 if the sum of its digits in base 10 is also divisible by 3. This known as the divisibility rule of 3. Because of this, the reverse of any number that is divisible by three (or indeed, any permutation of its digits) is also divisible by three. This divisibility rule works in any positional numeral system whose base divided by three leaves a remainder of one (bases 4, 7, 10, etc.).[4]

Properties

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3 is the second smallest prime number and the first odd prime number. It is a twin prime with 5, and a cousin prime with 7.

A triangle is made of three sides. It is the smallest non-self-intersecting polygon and the only polygon not to have proper diagonals. When doing quick estimates, 3 is a rough approximation of π, 3.1415..., and a very rough approximation of e, 2.71828...

3 is the first Mersenne prime. It is also the first of five known Fermat primes. It is the second Fibonacci prime (and the second Lucas prime), the second Sophie Germain prime, and the second factorial prime.

3 is the second and only prime triangular number,[5] and Carl Friedrich Gauss proved that every integer is the sum of at most three triangular numbers.

Three is the only prime which is one less than a perfect square. Any other number which is − 1 for some integer is not prime, since it is ( − 1)( + 1). This is true for 3 as well (with = 2), but in this case the smaller factor is 1. If is greater than 2, both − 1 and + 1 are greater than 1 so their product is not prime.

Numeral systems

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There is some evidence to suggest that early man may have used counting systems which consisted of "One, Two, Three" and thereafter "Many" to describe counting limits. Early peoples had a word to describe the quantities of one, two, and three but any quantity beyond was simply denoted as "Many". This is most likely based on the prevalence of this phenomenon among people in such disparate regions as the deep Amazon and Borneo jungles, where western civilization's explorers have historical records of their first encounters with these indigenous people.[6]

List of basic calculations

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Multiplication 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 50 100 1000 10000
3 × x 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60 63 66 69 72 75 150 300 3000 30000
Division 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
3 ÷ x 3 1.5 1 0.75 0.6 0.5 0.428571 0.375 0.3 0.3 0.27 0.25 0.230769 0.2142857 0.2 0.1875 0.17647058823529411 0.16 0.157894736842105263 0.15
x ÷ 3 0.3 0.6 1 1.3 1.6 2 2.3 2.6 3 3.3 3.6 4 4.3 4.6 5 5.3 5.6 6 6.3 6.6
Exponentiation 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
3x 3 9 27 81 243 729 2187 6561 19683 59049 177147 531441 1594323 4782969 14348907 43046721 129140163 387420489 1162261467 3486784401
x3 1 8 27 64 125 216 343 512 729 1000 1331 1728 2197 2744 3375 4096 4913 5832 6859 8000

Engineering

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The triangle, a polygon with three edges and three vertices, is the most stable physical shape. For this reason it is widely utilized in construction, engineering and design.[7]

Mystical

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Three is the symbolic representation for Mu, Augustus Le Plongeon's and James Churchward's lost continent.[8]

Religion and beliefs

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Symbol of the Triple Goddess showing the waxing, full and waning Moon

Many world religions contain triple deities or concepts of trinity, including the Hindu Trimurti and Tridevi, the Triglav (lit.'Three-headed one'), the chief god of the Slavs, the three Jewels of Buddhism, the three Pure Ones of Taoism, the Christian Trinity, the Greek goddess hecate and the Triple Goddess of Wicca.

Pythagoras and the Pythagorean school highlighted that the number 3, which they called triad, is the only number to equal the sum of all the terms below it, and the only number whose sum with those below equals the product of them and itself.[9]

The Shield of the Trinity is a diagram of the Christian doctrine of the Trinity.

As a lucky or unlucky number

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Three (, formal writing: , pinyin sān, Cantonese: saam1) is considered a good number in Chinese culture because it sounds like the word "alive" ( pinyin shēng, Cantonese: saang1), compared to four (, pinyin: , Cantonese: sei1), which sounds like the word "death" ( pinyin , Cantonese: sei2).

The phrase "Third time's the charm" refers to the superstition that after two failures in any endeavor, a third attempt is more likely to succeed.[10] However, some superstitions say the opposite, stating that luck, especially bad luck, is often said to "come in threes".[11]

One such superstition, called "Three on a Match", says that it is unlucky to be the third person to light a cigarette from the same match or lighter. This superstition is sometimes asserted to have originated among soldiers in the trenches of the First World War when a sniper might see the first light, take aim on the second and fire on the third.[12][13]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
3太くん (Santakun, a play on "Santa-kun") is a quiz-based video game developed and published by Active for the home computer system, released in Japan in 1991. It features a where players interact with the mascot character 3太くん to answer questions across various categories, including , making it a distinctive early entry in the X68000's quiz game library during the . The game was also ported to the platform in the same year, expanding its accessibility within Japan's contemporary home computing scene.

Overview

Introduction

3太くん (also known as Santa-kun) is a quiz-based video game developed and published by Active for the home computer system, released exclusively in Japan on July 19, 1991. As one of the early trivia titles tailored for the X68000 platform, it leverages the system's advanced hardware capabilities, including high-resolution graphics and , to deliver an interactive experience centered around a unique . The game distinguishes itself through its character-driven format, where players engage with the titular mascot, an aggressive-looking Santa Claus figure named 3太くん, who hosts the trivia sessions. The title's exclusivity to the Japanese market underscores its role in the niche ecosystem of Sharp's X68000, a powerful computer popular among enthusiasts for its arcade-like performance during that era.

Release Details

3太くん was released in on July 19, 1991, by the developer and publisher Active for the home computer system. The game was distributed exclusively via , with a launch price of 5,800 yen, making it accessible to the Japanese user base during the computing market. No or were noted at launch, positioning it as a standalone title in Active's quiz game lineup for the .

Development

Background and Planning

Active, a Japanese software company, developed titles for various platforms including the home computer system during the early 1990s, as demonstrated by their creation and publication of the quiz game 3太くん in 1991. This effort aligned with the vibrant of the era, where the X68000's advanced hardware capabilities attracted developers aiming to produce engaging software for domestic users. The planning for 3太くん followed the tradition of quiz games on earlier Japanese home computers, adapting these concepts to leverage the 's superior graphics and input methods, including for intuitive command selection. Although specific inspirations are not detailed in available records, the game's structure reflects a broader trend of designed to appeal to through interactive formats. Central to the planning was the introduction of the mascot character 3太くん, intended to serve as a friendly guide that enhances engagement in the quiz sessions by providing a character-driven narrative and visual appeal, particularly within the elements incorporated to attract a wider audience. This design decision emphasized making the trivia content more accessible and entertaining for on the platform.

Production Process

The production of 3太くん for the was handled internally by Active, marking the company's debut commercial release as a remake of an earlier software originally developed by Tōsabutsu Software and K.D.D.. The development timeline culminated in the game's completion and launch on July 19, 1991, following the transition from its indie origins to a polished commercial product tailored for the X68000 platform. Technical implementation leveraged the 's capabilities, requiring of memory and utilizing for distribution, with support for keyboard and mouse input. Active handled production internally for the , building on the .

Gameplay

Core Mechanics

In 3太くん, players engage in a quiz simulation structured around matches, each comprising three rounds totaling 25 multiple-choice questions with three answer options per question. The basic gameplay flow involves selecting the correct answer from the options presented to progress through the rounds and complete the match, with success determining further advancement in the game. The scoring system emphasizes accuracy, as correct answers enable progression and unlock visual rewards where a character removes part of her clothing after each round, culminating in a full reveal after completing the match, while incorrect ones hinder completion of rounds without a detailed numerical breakdown provided in available descriptions. Controls are tailored for the using a mouse for command selection and determination, allowing players to navigate the interface and choose answers efficiently. Although specific lives or retry mechanics are not explicitly documented, the structure implies continued play through successive matches upon successful completion. The mascot character 3太くん serves as the interactive host, depicted as an aggressive-looking Santa Claus figure who poses the questions to the player and oversees the challenge, providing the narrative framing for the quiz interactions. Questions primarily cover topics in video games and computer technology, forming the core content players must address.

Quiz Content and Structure

The quiz content in 3太くん centers on trivia questions drawn from categories such as video games and computer technology, distinguishing it from broader of the era. Questions are formatted as three-choice , requiring players to pick the correct answer from limited options to accumulate points. Representative examples include factual queries about or hardware specifications, tested through straightforward selection mechanics to maintain engagement in the . The game's structure revolves around a single-player quiz mode structured as a , where players progress through sequences of rounds against the host mascot 3太くん. Each match consists of three rounds, totaling 25 questions, with players needing to outperform the host's score to advance. While explicit difficulty levels are not delineated, progression inherently escalates challenge through accumulating rounds, culminating in rewards tied to successful completion, such as an accompanying character progressively removing clothing after each round, resulting in a upon winning a match. The host 3太くん provides reactions to correct or incorrect answers, enhancing the interactive quiz flow.

Reception and Impact

Critical Reviews

Upon its release in 1991, 3太くん received limited coverage in contemporary Japanese gaming publications, with no digitized reviews from magazines such as Oh!X or Micom BASIC Magazine readily available in public archives, reflecting the game's niche status as an early adult-oriented quiz title for the platform. Retrospective analyses from enthusiast communities describe the game's straightforward 3-choice quiz format with 100 questions centered on trivia about consumer games and retro titles, including examples from the 1980s and 1990s. The mascot 3太くん is depicted as a Santa Claus-like figure named the "Love’s Multiple-Choice Demon." Criticisms in these modern reviews often focus on the game's limited depth, including the absence of a and a repetitive structure that relies solely on quiz progression without varied mechanics, leading to an overall "C" rating in fan evaluations for its average . receive feedback with the for correct answers (unlocked at milestones like 10, 20, and 25 per character) rated "D" for overall quality along with . In emulation communities, 3太くん is regarded as historically significant as Active's debut title, exemplifying quiz gaming on the with and , though its repetitive format is seen as a weakness compared to more dynamic contemporaries.

Commercial Performance

Upon its release in 1991, 3太くん was priced at 5,800 and distributed by Active for the platform, which was targeted at enthusiasts in Japan due to its high cost and advanced specifications compared to mainstream consoles. The X68000's niche market, with limited user base primarily among dedicated PC gamers, likely constrained the game's commercial reach, as the system was positioned as an enthusiast's machine rather than a mass-market product. Specific sales figures or chart rankings for 3太くん are not documented in available sources, reflecting the obscurity of many X68000 titles amid competition from more popular platforms like the . No promotional tie-ins were reported for the title.

Legacy

Ports and Adaptations

3太くん was developed and released exclusively for the platform by Active in 1991, with no official ports or adaptations to other hardware documented in available sources. While a version of the game bearing the same name was released for the NEC PC-9801 by the same developer on the same date, it is described in retro gaming databases as a remake of an earlier doujin (fan-made) software rather than a direct port from the X68000 edition. No fan-made ports, , or , such as updates to question banks or , have been identified in historical records or emulation communities for the version. Technical challenges associated with X68000-specific code, which relied on the system's and , may have contributed to the absence of further adaptations during the or later emulation efforts.

Cultural Significance

As one of the early quiz games released for the in 1991, 3太くん offered a character-driven trivia experience that aligned with the platform's growing library of interactive entertainment software. Its release by Active Software helped diversify the X68000's offerings, which were pivotal in the Japanese computing scene of the , where quiz titles were available as accessible educational and leisure options. The game's mascot, 3太くん, featured in a quiz simulation centered on video games and computer technology, reflecting elements of . In terms of preservation, 3太くん has been archived on platforms like the , supporting broader efforts to maintain the 's software legacy amid the platform's cult following among enthusiasts. Community interest persists through documentation on retro gaming databases, where user contributions and view counts indicate ongoing discussions and appreciation in , including mentions of its sequel in game lists. While no widespread are documented, its availability for download has facilitated personal emulations and shares within online retro communities. This enduring accessibility underscores its role in sustaining interest in early 1990s .
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