The video game history runs as early as the 1950s, when academic computer scientists began designing simple games and simulations as part of their research. Video games did not reach mainstream popularity until the 1970s and 1980s, when arcade video games and game consoles used joysticks, buttons, and other controllers, along with charts on computer screens and home computer games were introduced to the general public. Since the 1980s, video games have become a popular form of entertainment and are part of popular modern culture in most parts of the world. One of the early games is Spacewar! , developed by computer scientists. The earliest arcade video games developed from 1972 to 1978. During the 1970s, the first generation of home consoles appeared, including popular Pong games and various "clones". 1970s is also the era of mainframe computer games. The golden age of the arcade video games is from 1978 to 1982. Billiards of videos with big machines operated by popular graphic coins in malls and popular and affordable home consoles like Atari 2600 and Intellivision allow people to play games in their homes TV. During the 1980s, gambling computers, early online games, and handheld LCD games emerged; this era was influenced by the 1983 video game crash. From 1976 to 1992, the second generation of video consoles appeared.
The third generation of the console, which is an 8-bit unit, emerged from 1983 to 1995. The fourth generation console, which is a 16-bit model, emerged from 1987 to 1999. The 1990s saw the rise and decline of the arcade, the transition to 3D video games , improved gaming and PC games. The fifth generation of consoles, which are 32 and 64-bit units, were from 1993 to 2006. During this era, mobile gaming appeared. During the 2000s, the sixth generation of consoles appeared (1998-2013). During this period, online games and mobile games became a key aspect of game culture. The seventh generation console is from 2005 to 2012. This era is characterized by large development budgets for some games, with some having cinematic graphics; the launch of the best-selling Wii console, where users can control game action with real-life control movements; the emergence of casual PC games that are marketed to non-gamers; and the emergence of cloud computing in video games.
In 2013, the eighth generation consoles appeared, including Nintendo Wii U and Nintendo 3DS, Microsoft Xbox One, and Sony PlayStation 4 and PlayStation Vita. PC games have held a large market share in Asia and Europe for decades and continue to grow due to digital distribution. Due to the widespread development and usage of smartphones by users, mobile games have been a driving factor for gaming, as they can reach people who were not previously interested in games, and who can not afford or support special hardware, such as video game consoles.
Video History of video games
Sejarah awal (1948-1972)
Menentukan gim video
The term video game has evolved over decades from pure technical definition to a common concept that defines a new class of interactive entertainment. Technically, for a product into a video game, there must be a video signal sent to the cathode ray tube (CRT) that creates a raster image on the screen. This definition will prevent early computer games from generating results to printers or teletypes rather than views, any games provided on vector-scan monitors, any games played on modern high definition displays, and most handheld gaming systems. From a technical standpoint, this would be more appropriately called "electronic games" or "computer games."
Today, however, the term "video game" has completely erased its technical definition and encompasses a wider range of technologies. While still somewhat unclear, the term "video game" now generally includes any game played on hardware built with electronic logic circuits that combine elements of interactivity and display the results of a player's actions onto the screen. With this broader definition, video games first appeared in the early 1950s and were heavily tied to research projects at universities and large corporations.
The origins of electronic computer games
The first electronic digital computers, Colossus and ENIAC, were built during World War II to assist Allied war efforts against axis powers. Shortly after the war, the announcement of the first stored program architecture at the University of Pennsylvania (EDVAC), Cambridge University (EDSAC), Manchester University (Manchester Mark 1), and Princeton University (IAS machines) enabled computers to be easily reprogrammed to perform various tasks , which facilitated computer commercialization in the early 1950s by companies such as Remington Rand, Ferranti, and IBM. This in turn promotes the adoption of computers by universities, government organizations, and large corporations as the decade goes. It was in this neighborhood that the first video game was born.
1950s computer games can generally be divided into three categories: training and instructional programs, research programs in areas such as artificial intelligence, and demonstration programs intended to impress or entertain the public. Because the game is mostly developed on unique hardware in times when porting between systems is difficult and often dismantled or discarded after serving their limited purpose, they generally do not affect further development in the industry. For the same reason, it is impossible to ascertain who developed the first computer game or who originally modeled many games or game mechanics introduced during this decade, since there are possibilities for some games from this period that have never been published and therefore are unknown. today.
The earliest known chess computer program developed by Alan Turing and David Champernowne was called Turochamp , which was completed in 1950 but not actually implemented by them on computers. The earliest known idea for electronic games is entirely the "Cathode-Ray Tube Entertainment Kit" in US patent # 2,455,992.
The earliest electronic computer games actually implemented were two specially made machines called Bertie the Brain and Nimrod, who played tic-tac-toe and Nim games, respectively. Bertie the Brain, designed and built by Josef Kates at Rogers Majestic, was featured at the Canadian National Exhibition in 1950, while Nimrod, conceived by John Bennett at Ferranti and built by Raymond Stuart-Williams, was featured at the Festival of Britain and the Berlin Industrial Show in 1951. There is no game that combines the display of cathode ray tubes (CRTs). Prior to this, automatic games such as the simple chess simulator El Ajedrecista (1914) and the predecessor Nimrod Nimatron (1940) were created as electro-mechanical devices.
The first known game to combine monitors were two research projects completed in 1952, a review program by Christopher Strachey on Ferranti Mark 1 and a tic-tac-toe program called OXO by Alexander Douglas at EDSAC. Both programs use a relatively static display to track the current board game status. The first known game incorporating updated graphics in real time is a billiard game programmed by William Brown and Ted Lewis specifically for MIDSAC computer demonstrations at the University of Michigan in 1954.
Perhaps the first game made solely for entertainment rather than to demonstrate the power of multiple technologies, train personnel, or assist in research is the Tennis for Two , designed by William Higinbotham and built by Robert Dvorak at Brookhaven National. Laboratory in 1958. Designed to entertain the general public in the annual Brookhaven open house series, the game was used on analog computers with graphics displayed on oscilloscopes and unloaded in 1959. Higinbotham never considered adapting a successful game into a commercial product, which did not practical with time technology. In the end, the widespread adoption of computers for gaming will have to wait for machines to spread from serious academics to their students on US campuses.
Spacewar!
Mainframe computers in the 1950s were generally batch processing engines with limited speed and memory. This makes them generally unsuitable for gaming. Furthermore, they are an expensive and relatively rare commodity, so computer time is a precious resource that can not be wasted on frivolous activities like entertainment. At Lincoln Laboratory at the Massachusetts Institute of Technology (MIT), a team led by Jay Forrester developed a computer called the whirlwind in the early 1950s that processed commands in real time and entered a faster and more reliable random access memory form (RAM) based around the magnetic core. Based on this work, two employees in a lab called Ken Olsen and Wes Clark developed a real-time computer prototype called TX-0 that incorporates a newly discovered transistor, which ultimately enables the size and cost of the computer to decrease significantly. Olsen then founded Digital Equipment Corporation (DEC) with Harlan Anderson in 1957 and developed a commercial update of TX-0 called PDP-1.
Lincoln Laboratory donated TX-0 to MIT in 1958. When computers were operated in real time and thus enabled for interactive programming, MIT allowed students to program computers to do their own research, perhaps the first time students were allowed to directly access the computer for their own work. Subsequently, the university decided to allow students to organize computers for assignments outside the boundaries of classroom work or faculty research over a period of time no one signed up to do official work. This results in a community of undergraduate students led by Bob Saunders, Peter Samson, and Alan Kotok, many of whom are affiliated with Tech Model Railroad Club, conducting their own experiments on computers. In 1961, MIT received one of the first PDP-1 computers, which incorporated a relatively sophisticated point-plotting monitor. MIT gives the same level of access to the computer for students as it does for TX-0, resulting in the creation of the first (relatively) unlimited computer game, and thus influential, Spacewar!
Invented by Steve Russell, Martin Graetz, and Wayne Wiitanen in 1961 and programmed primarily by Russell, Saunders, Graetz, Samson, and Dan Edwards in the first half of 1962, Spacewar! inspired by science fiction. EE Smith's story and describes a duel between two spacecraft, each controlled by a player using a specially made control box. Very popular among students at MIT, Spacewar! spread to the West Coast at the end of the year when Russell took a job at the Stanford Artificial Intelligence Laboratory (SAIL), where he enjoyed similar success. The program then migrated to other locations across the country through the efforts of both former MIT and DEC students themselves, more than that after the cathode ray tube terminal (CRT) became more common in the late 1960s.
As computing resources continue to grow over the rest of the decade through the adoption of time-sharing and the development of more simple, high-level programming languages ââsuch as BASIC, more and more students begin to program and share simple sports, puzzles, cards, logic and board games during the decade. These creations remained trapped in computer labs for the rest of the decade, however, because although some followers of Spacewar! have begun to feel the commercial possibilities of computer games, they can only run on hundreds of hardware costs thousands of dollars. Because computers and components continue to fall in price, however, the dream of a commercial video game was finally achieved in the early 1970s.
Video game commercialization
In 1970, the introduction of intermediate circuit transistor (MSI) transistor-transistor logic (TTL) combining multiple transistors on a single microchip has resulted in a significant decrease in computational costs and ushered in a new wave of minicomputer costs under $ 10,000. While still too expensive for homes, this progress lowers enough computing costs that can be seriously considered for the coin-operated gaming industry, which at the time was experiencing its own technological revival due to the shooting of large electro-mechanical targets and driving games like Sega Enterprises < i> Periscope (1967) and Chicago Coin Speedway (1969) pioneered the adoption of intricate visual appearance and electronic sound effects in entertainment arcades. As a result, when a new engineering graduate from Utah with the experience of running coin-operated equipment named Nolan Bushnell first spencewar saw! at SAIL in late 1969 or early 1970, he decided to build a coin-operated version for the public. consumption. Signing up for the help of an older and more experienced engineer named Ted Dabney, Bushnell built a variant of a game called Computer Room in which a single player controlled spacecraft dueled two hardware-controlled flying saucers. Released in late November or early December 1971 through Nutting Associates, this game failed to have much influence in coin-operated markets.
Meanwhile, Ralph Baer, ââan engineer with a degree in television engineering who works for defense contractor Sanders Associates, has been working on a video game system that can be plugged into a standard television set since 1966. Works primarily with technician Bill Harrison, which built the actual hardware, Baer developed a series of prototype systems between 1966 and 1969 based diode-logic transistor diodes (DTL) that would send video signals to the television to produce spots on the screen that could be controlled by the players. Originally capable of generating only two places, the system was changed in November 1967 at the suggestion of engineer Bill Rusch to produce a third place for use in a table tennis game in which each player controlled a single place that served as an oar and a third place volley, which acted as a ball. In 1971, Sanders concluded a license agreement with television company Magnavox to release the system, which reached the market in September 1972 as the Magnavox Odyssey. The system was launched with a dozen games included in the box, four more sold with separate light rifles, and six games sold separately, most of which were chases, racing, target shooting, or sports games. These games are enabled using a plug-in circuit card that defines how the dots produced by the hardware will behave. Due to the limited system capabilities, which can only create three dots and lines, most of the graphics and gameplay elements are actually determined by the plastic layers attached to the TV set along with accessories such as boards, cards, and dice. Like the Computer Room , the Odyssey just looks simple and fails to start a new industry. However, the system directly affected the birth of the arcade arcade video game industry after the clever design of Ralph Baer cut Nolan Bushnell's entrepreneurial ambitions.
Maps History of video games
New industry
Early arcade video games (1972-1978)
In 1972, Nolan Bushnell and Ted Dabney decided to run for themselves and incorporate an existing partnership as Atari. After seeing a demonstration of Magnavox Odyssey before its launch, Bushnell sued new employee Allan Alcorn to create a version of the system's table tennis game as a practical project to familiarize himself with video game design. The Alcorn version finally got so exciting that Atari decided to release it as Pong . Available in limited quantities by the end of 1972, Pong began reaching the market in numbers in March 1973, after which sparked a new madness for a ball-and-row video game in the coin-operated entertainment industry. The success of Pong did not result in traditional arcade game moves like pinball, but laid the foundation for the successful arcade games video industry. Approximately 70,000 video games, most of the ball-and-paddle variants, were sold in 1973 by a combination of new startups such as Atari, Ramtek and Allied Leisure and established Chicago companies such as Williams, Chicago Coin and subsidiary Midway Bally Manufacturing.
The arcade video game market remains in a state of flux for the rest of the decade. The ball-and-oar market collapsed in 1974 due to market saturation, which led to a significant decline in video game sales. Smaller manufacturers are trying to keep up with making "cocktail table" cabinets for sale to non-traditional places such as upscale restaurants and lounges, but the market is failing to thrive completely. Big companies like Atari and Midway are switching to new genres to stay successful, especially racing games, one-on-one dueling games, and target shooting games. Initial hits in this genre include Gran Trak 10 (1974) and Tank (1974) from Atari, and Wheels (1975), Gun Fight , (1975) and Sea Wolf (1976) from Midway. Wheels and Gun Fight are licensed versions of Speed ââ
Video games are one of several concepts that help to change the arcade's image as a slum for criminals. This in turn helped arcade growth in suburban shopping centers. The main pioneer of the arcade shopping center was Jules Millman, who founded an arcade in a shopping mall in Harvey, Illinois, in 1969. By forbidding eating, drinking and smoking, and maintaining full staff at all times to oversee the facility, Millman created an environment that safe place where parents can feel safe leaving their older children while exploring other stores in the mall. Millman founded American Amusements to build more shopping centers, purchased by Bally in 1974 and renamed Aladdin Castle. Other entrepreneurs mimic the Millman format, and the arcade became a mainstay shopping center by the end of the decade.
The emergence of solid state pinball in the late 1970s, where electro-mechanical technologies such as relays were replaced by emerging microprocessors, while stealing the attention of video games, which again entered a period of decline in 1977 and 1978. While individual games like Atari's < i> Breakout (1976) and Cinematronics' Space Wars (1978) sold in large numbers during this period, overall profitability began to lag. The market jumped once again, however, after the introduction of Midiant's 1971 game of Space Invaders' Taito Space Invaders. First generation of home console and Pong clones (1972-1978)
Magnavox Odyssey has never been in contact with the public, largely because of the limited function of its primitive technology. In the mid-1970s, however, the ball-and-octane madness in the arcade has sparked a public interest in video games and ongoing advancements in integrated circuits have resulted in large-scale integration of microchip (LSI) cheap enough to be incorporated into consumer products. In 1975, Magnavox reduced the number of parts of the Odyssey using a three-chip set made by Texas Instruments and released two new systems that only play ball-and-oar games, Odyssey 100 and Odyssey 200. Atari, meanwhile, enters consumers to market on the same year with a single Home Pong chip system designed by Harold Lee. The following year, General Instrument released the "Pong-on-a-chip" LSI and made it available for a bargain price for any interested company. The toy company Coleco Industries used this chip to create the million-selling Telstar million-selling console model (1976-77), while dozens of other companies also released models. Overall, the sale of a special ball-and-oars system in the US grew from 350,000 in 1975 to a peak of 5-6 million in 1977. A similar blast hit Britain and other parts of Europe, with many markets supplied by clone manufacturers in Hong Kong.
After 1977, the special console market in the United States collapsed. The new wave of programmed systems hitting the market started with Fairchild Channel F in 1976 which offered the possibility of buying and playing a wider range of games stored on cartridges containing ROM masks that can be mounted directly to the console CPU. As a dedicated console of old and large discounted models and consumers with greater purchasing power are transferred to a new programmable system, newer, more specialized systems with more advanced features such as Atari's Pinball Video and Odyssey 4000 are squeezed by its lower-priced predecessors and Their more advanced programmable replacements. This led to a brief decline in the market and the exit of the Coleco industry leader, who failed to switch to programmable hardware. Fairchild remains in the new programmable market with Atari and Magnavox, which released VCS (1977) and Odyssey 2 (1978) respectively. The mainframe computer game (1971-1979)
In the 1960s, a number of computer games were created for mainframes and mini-computer systems, but this failed to achieve wide distribution due to the scarcity of ongoing computer resources, the lack of well-trained programmers who were interested in the craft of entertainment products, and the difficulty in transferring programs between computers in different geographic areas. However, in the late 1970s, the situation has changed drastically. High-level programming languages ââBASIC and C were widely adopted during this decade, more accessible than earlier technical languages ââsuch as FORTRAN and COBOL, which opened computer game play to larger user bases. With the advent of time-sharing, allowing resources from one mainframe to be shared among many users connected to a machine with a terminal, computer access is no longer limited to a handful of individuals in the institution, creating more opportunities for students. to create their own game. In addition, the widespread adoption of the PDP-10, released by Digital Equipment Corporation (DEC) in 1966, and the portable UNIX operating system, developed at Bell Labs in 1971 and released publicly in 1973, created a common programming environment in the whole country which reduces the difficulty of sharing inter-institutional programs. Finally, the establishment of the first magazine dedicated to computing such as Creative Computing (1974), the earliest publication of compilation books such as 101 BASIC Computer Games (1973), and the deployment of wide area networks such as ARPANET allows programs to be shared more easily over long distances. As a result, many of the mainframe games created by students in the 1970s affected subsequent developments in the video game industry in a way that, Spacewar! set aside, the game of the 1960s does not.
In arcades and in home consoles, fast action and real-time gameplay are the norms in genres like racing and target shooting. On mainframes, however, such games are generally not possible due to lack of adequate display (many computer terminals continue to rely on teletype rather than monitors well into the 1970s and even most CRT terminals can only create character-based graphics) and processing and memory which is insufficient to update the game elements in real time. Although the 1970s was stronger than the arcade hardware and consoles of the time, the need to share computing resources to dozens of simultaneous users through time sharing significantly impeded their ability. So, mainframe game programmers focus on puzzle solving strategies and mechanisms rather than pure actions. Key games of this period include the game of Star Trek's (1971) tactical battles (1971) by Mike Mayfield, Hunt the Wumpus (1972) hide and seek game by Gregory Yob, and strategic war games < i> Empire (1977) by Walter Bright. Perhaps the most significant game of this period is the Colossal Cave Adventure (or just Adventure ), created in 1976 by Will Crowther by combining his desire to succumb to the concept of the newly released tabletop role-playing game (RPG) Dungeons and Dragons (D & amp; D). Expanded by Don Woods in 1977 with an emphasis on high fantasy J.R.R. Tolkien, Adventure formed a new genre based on solving exploratory and inventory-based explorations that made the transition to personal computers in the late 1970s.
While most games are created on hardware with limited graphics capabilities, one computer that can host more impressive games is the PLATO system developed at the University of Illinois. Aimed at as an educational computer, the system connects hundreds of users across the United States via remote terminals featuring high-quality plasma displays and allows users to interact with each other in real time. This allows the system to host a variety of impressive graphics and/or multiplayer games, including some of the earliest known, mostly downgraded computer RPGs, such as Adventure , from D & amp; D , but unlike the game it puts a greater emphasis on fighting and character development than solving puzzles. Beginning with top-down underground explorers such as The Dungeon (1975) and The Game of Dungeons (1975), more commonly referred to today by their filenames, pedit5 and dnd , PLATO RPG is immediately diverted to the first person's point of view with games like Moria (1975), Oubliette (1977) , and Avatar (1979), which often allow many players to combine the power to fight monsters and complete quests together. Like Adventure , these games will ultimately inspire some of the earliest personal computer games.
Golden Age
The golden age of the arcade video game (1978-1982)
In 1978, the video game was well established in the coin-operated entertainment industry in the US, but their popularity became secondary to supporters of the pool and pinball industry. That changed with the introduction of new games developed in Japan. While video games have been introduced to Japan soon after hitting the United States, the Japanese arcade industry remains focused primarily on electro-mechanical driving and shooting games and a type of slot machine called "medal games" that are received and paid in medals instead of currencies so as not to be classified as gambling game. In 1977, the arrival of Breakout was distributed locally by the Nakamura Manufacturing Company, and the appearance of the table-top units, spearheaded by Taito, created new requests for video games in snack bars and tea houses. Taito's designer Tomohiro Nishikado decided to build the popularity of Breakout by replacing the paddle in the game with a rifle and bricks battery in the game with an alien row that will go down row by row while shooting at the player. Taito released this game in 1978 as Space Invaders.
Space Invaders introduced or popularized some important concepts in arcade video games, including life-arranged play, not timers or setting scores, earning extra life through points accumulation, and tracking high scores achieved on machines. It was also the first game to face a player with a target wave that would shoot back players and the first to include background music during game play, a simple four-note loop. With intense games and competitive scoring features, Space Invaders became a national phenomenon because more than 200,000 game invaders - counting clones and clones - entered the Japanese game center in mid-1979. Though not popular enough in the United States, Space Invaders became the biggest hit the industry has seen since the Great Depression as Midway, which acts as a North American manufacturer, moving more than 60,000 cabinets. One or two hit Space Invaders and Atari Asteroids games (1979), which moved 70,000 units and popularized recordings of multiple high scores in a table, resulting in arcade game video completely displacing pinball and other entertainment to become the main attraction not just the arcade shopping center but also the various street locations from the shops to the bowling alley to the pizza parlor. Many best-selling games of 1980 and 1981 such as Galaxian (1979), Defender (1980), Missile Command (1980), Tempest (1981), and Galaga (1981) focuses on shooting mechanics and achieving high marks. Beginning with Pac Man in 1980, which sold 96,000 units in the United States, a new wave of emerging games focused on identifiable characters and alternative mechanics such as navigating the maze or crossing a series of platforms. Apart from Pac Man and the sequel, Ms. Pac-Man (1982), the most popular games in this tone are Donkey Kong (1981) and Q * bert (1982).
According to the Vending Times trade publication, revenues generated by coin-operated video games in locations in the United States jumped from $ 308 million in 1978 to $ 968 million in 1979 to $ 2.8 billion in in 1980. As Pac Man sparked a bigger video games game and attracted more female players into the arcade, revenues jumped to $ 4.9 billion in 1981. According to trade publications Play Meters , in July 1982, the total coin-op collection peaked at $ 8.9 billion, of which $ 7.7 billion came from video games. Meanwhile, the number of arcades - defined as locations with ten or more games - more than doubled between July 1981 and July 1983 from more than 10,000 to over 25,000. These figures make arcade games the most popular entertainment medium in the country, far beyond pop music (with sales of $ 4 billion per year) and Hollywood movies ($ 3 billion). Second generation consoles (1976-1982) Second generation consoles (1976-1982) h3>
After the collapse of the special console market in 1978, the focus at home shifted to a new programmable system, where game data was stored on a ROM-based cartridge. Fairchild semiconductors struck first in this market with Channel F, but after losing millions in the digital watch business, the company took a conservative approach to the programmable console market and kept production running from a low system. As a result, by the end of 1977, Fairchild sold only about 250,000 systems. Atari followed Fairchild to market in 1977 and sold between 340,000 and 400,000 systems that year. Magnavox joined the programmable market in 1978 with Odyssey 2 , while Mattel toy company released Intellivision in 1979, which has superior graphics to its competitors.
After both, Atari and Fairchild, performing strongly in 1977, the market hit a tough point in 1978 when retailers rejected the inventory of buildings, believing that a new emerging electronic handset would replace video games. Atari, for example, produced 800,000 systems, but proved unable to sell more than 500,000 to retail. This helped spark a crisis in companies that saw co-founders and chairmen Nolan Bushnell and president Joe Keenan were forced out by Atari's parent company, Warner Communications, which had bought Atari in 1976 largely at the potential of VCS. In the end, home video games went well in the 1978 holiday season, and retailers proved to be easier to patch them again in 1979. Atari's new CEO Ray Kassar then used the rest of his company's shares to help turn the video game console into a product year-round rather than something recently purchased by retailers for sale during the holiday season.
A real breakthrough for the home video game market occurred in 1980 when Atari released the popular Space Invaders game conversion for VCS, which was licensed by Taito. Backed by the success of the game, Atari's consumer sales almost doubled from $ 119 million to nearly $ 204 million in 1980 and then exploded to over $ 841 million in 1981, while sales across the video game industry in the United States increased from $ 185.7 million in 1979 to over $ 1 billion in 1981. Through a combination of conversions from own arcade games such as Missile Command and Asteroids and licensed conversions like Defender < Atari took the lead leadership in the industry, with a market share of around 65% of the industry worldwide by volume of dollars in 1981. Mattel came second with about 15% -20% of the market, while Magnavox ran a distant third, and Fairchild exited the market completely in 1979.
In the early days of programmable markets, all games for certain systems were developed by companies that released consoles. That changed in 1979 when four Atari programmers, seeking greater recognition and financial rewards for their contributions, attacked themselves to form Activision, the first third-party developer. The company went on to develop a series of hits including Kaboom! (1981), River Raid (1982), and Traps! (1982), recognized as one of the fundamental games of the revolving platformer genre. In 1981, another group of Atari employees joined the former Mattel staff to shape Imagic's success and experienced with games such as Demon Attack (1982) and Atlantis (1982).
In 1982, Atari released a more sophisticated console based on the 8-bit computer line, the Atari 5200, which failed to perform as well as its predecessor. In the same year, Coleco returned to the video game market with a new console, ColecoVision, which featured near-arcade-quality graphics and was shipped with the popular arcade game port of Donkey Kong . Coleco sold out all 550,000 units in the holiday season of 1982 because the overall sales of US video games reached $ 2.1 billion, representing 31% of the dollar volume of the entire toy industry. Ultimately, however, the rapid growth of the home console market was untenable, and the industry soon faced a serious slump that almost erased it.
Initial home computer games (1976-1982)
While the fruits of retail development early in video games appeared mainly in video arcades and home consoles, home computers began to emerge in the late 1970s and grew rapidly in the 1980s, allowing owners to program simple games. Hobby groups for new computers soon formed and PC game software followed. Soon many of these games - in the first clones of classical mainframes like Star Trek, and then ports or clones of popular arcade games like Space Invaders, Frogger , Pac-Man (see Pac-Man clone) and Donkey Kong - are distributed through various channels, such as printing game source code in books (such as David Ahl Computer Games BASIC ), magazines ( Creative Computers ), and bulletins, which allow users to type in code for themselves. Early game designers like Crowther, Daglow, and Yob will find computer code for their games - they never think about copyright - published in books and magazines, with their names removed from the list. Early home computers from Apple, Commodore, Tandy and others have many games that people typed.
The game is also distributed by physical mail and the sale of floppy disks, tapes, and ROM cartridges. Shortly thereafter, a small industry was built, with amateur programmers selling disks in plastic bags placed on local store shelves or shipped in the mail. Richard Garriott shared several copies of his 1980s role-playing video game Akalabeth: World of Doom in a plastic bag before the game was published.
1980s
The video game industry suffered the first major hit in the early 1980s when publishing companies emerged, with many businesses surviving for over 20 years, such as Electronic Arts - along with night-flying operations that deceived game developers. While some early 1980s games were simple clones of existing arcade titles, the relatively low publishing costs for personal computer games were allowed for bold and unique games.
Game computer
Following the success of Apple II and Commodore PET in the late 1970s, a series of cheaper and incompatible rivals emerged in the early 1980s. This second batch includes Commodore VIC-20 and 64; Sinclair ZX80, ZX81, and ZX Spectrum; NEC PC-8000, PC-6001, PC-88 and PC-98; Sharp X1 and X68000; and Atari 8-bit family, BBC Micro, Acorn Electron, Amstrad CPC, and MSX series. These rivals help catalyze the computer and gaming market, increasing awareness of computing and gaming through their competing advertising campaigns.
Offers Sinclair, Acorn and Amstrad are generally only known in Europe and Africa, NEC and Sharp offerings are generally only known in Asia, and MSX has bases in South America, Europe, Middle East and Asia, while US-based Apple Offers, Commodore and Atari are sold in The United States and Europe.
Game dominates the home computer device library. A 1984 summary of Atari 8-bit software reviews uses 198 pages for games compared to 167 for others. That year the computer game market took over from the console market following the fall of that year; computers offer the same gaming capabilities and, because their simple design allows games to take full command of the hardware once it's turned on, they're almost as easy to start playing as a console.
The Commodore 64 was released to the public in August 1982. It found early success due to its marketed and aggressive pricing. It has a BASIC programming environment, and advanced graphics and sound capabilities for time, similar to the ColecoVision console. It also uses the same game controller port that is popularized by Atari 2600, which allows gamers to use their old joysticks with the system. It will be the most popular home computer of its time in the United States and many other countries as well as the best-selling single-computer model of all time.
At about the same time, Sinclair ZX Spectrum was released in the UK and quickly became the most popular home computer in many parts of Western Europe - and then the Eastern Bloc - due to the ease of clones that could be produced.
In 2008 Sid Meier enrolled the IBM PC as one of the three most important innovations in the history of video games. The IBM PC-compatible platform became a technically competitive game platform with IBM PC/AT in 1984. The primitive CGA graphics of the previous model, with only 4-color graphics of 320ÃÆ'â ⬠"200 pixels (or, using special programs, 16- color 160ÃÆ' â ⬠"100 graphics) has limited the appeal of PCs to the business segment, because the graphics fail to compete with C64 or Apple II. The new Enhanced Graphics Adapter (EGA) 64-color display standard enables the graphics to approach the quality seen on popular home computers such as the Commodore 64. However, AT's voice capability is still limited to PC speakers, which is lower than the built-in voice chip used in many home computers. Also, the relatively high cost of PC-compatible systems greatly limits their popularity in the game.
Apple Macintosh also arrived at this time. It does not have the color capabilities of the previous Apple II; it prefers a much higher pixel resolution, but the operating system support for graphical user interface (GUI) attracts developers from some games (eg Lode Runner) even before color back in 1987 with Mac II.
The arrival of Atari ST and Commodore Amiga in 1985 was the beginning of a new era of 16-bit engines. For many users, they were too expensive until later in this decade, at which point advances in IBM's open PC platforms have caused compatibles of IBM PCs to be very powerful at a lower cost than their competitors. The VGA standard developed for the new IBM Personal System/2 (PS/2) line in 1987 gave the PC a 256-color graphic potential. This is a big jump ahead of most of the 8-bit home computers but still lags behind the platform with congenital sound and graphics hardware like the Amiga. This causes a strange trend around '89 -91 towards development for a seemingly lower machine. So while ST and Amiga hosted many technically excellent games, their time of excellence was shorter than the 8-bit machine, which saw the new port enter the 1980s and even the 1990s.
Special sound cards began to address the problem of poor voice capabilities in IBM PC compatibles in the late 1980s. Ad Lib set the original de facto standard for sound cards in 1987, with a card based on the Yamaha YM3812 sound chip. This will last until the introduction of Creative Labs' Sound Blaster in 1989, which took the chip and added new features while remaining compatible with the Lib Lib card, and created a new de facto standard. However, many games will still support these things and more rarely like Roland MT-32 and Disney Sound Source into the early 1990s. The high cost of high sound cards meant they would not be widely used until the 1990s.
The shareware game first appeared in the mid-1980s, but its great success occurred in the 1990s.
Initial online game
Dial-up bulletin board system was popular in the 1980s, and is sometimes used to play online games. The earliest systems were in the late 1970s and early 1980s and had a simple raw text interface. Then the system uses a terminal control code (called ANSI art, which includes the use of special characters PCs not part of the American National Standards Institute standard (ANSI)) to obtain a pseudo-graphical interface. Some BBSs offer access to games that can be played through such interfaces, from textual adventures to gambling games such as blackjack (generally played for "points" rather than real money). On some multiuser BBS (where more than one person can go online at once), there are games that allow users to interact with each other.
SuperSet Software created Snipes , a text-mode networking computer game in 1983 to test IBM's new Personal Computer-based computer and demonstrate its capabilities. Snipes is officially credited as the original inspiration for NetWare. It is believed to be the first network game ever written for commercial personal computers and is recognized alongside the 1974 game Maze War (multiplayer maze game network for several research engines) and Spasim (Space simulation 3D multiplayer for mainframe with time) as a precursor to multiplayer games like 1987's MIDI Maze and Doom in 1993. In 1995 iDoom (later Kali.net net) was created for games that only allow local network play to connect via the internet. Other services such as Kahn, TEN, Mplayer, and Heat.net soon follow. The service eventually becomes obsolete when game manufacturers start including their own online software such as Battle.net, WON and then Steam.
The first user interface is plain text - similar to BBS - but they operate on large mainframe computers, allowing more users to go online at once. By the end of the decade, inline services have a full graphical environment using specialized software for each personal computer platform. Popular text-based services include CompuServe, The Source, and GEnie, while platform-specific graphics services include PlayNET and Quantum Link for Commodore 64, AppleLink for Apple II and Macintosh, and PC Link for IBM PCs - all run by companies that eventually become America Online - and competing services, Prodigy. Interactive games are a feature of this service, although until 1987 they used text-based displays instead of graphics.
Mobile Grip Game
In 1979, Milton Bradley Company released the first handheld system to use an interchangeable cartridge, Microvision. While the handheld received modest success in its first year of production, the lack of games, screen size and video game crash of 1983 brought about a rapid system crash.
In 1980, Nintendo released Game & amp; Watch lines, hand-held electronic games that spur dozens of gaming companies and other toys to create their own portable games, many of which are Game & amp; Watch the titles or adaptations of popular arcade games. Improving LCD technology means new handhelds can be more reliable and consume less battery life than LEDs or VFDs, most of which only require watch batteries. They can also be made smaller than most handheld LEDs, even small enough to wear on one's wrist like a watch. Tiger Electronics borrows this videogaming concept with cheap and affordable handhelds and still produces games in this model to this day.
Video game crash of 1983
By the end of 1983, several factors, including markets flooded with low-quality games, commercial failures of some of the important Atari 2600 titles, and home computers emerging as new and more sophisticated game platforms, caused the industry to experience a severe downturn.. This is the "fall" of the video game industry. It broke several companies that produced consoles and North American games from late 1983 to early 1984. This ended what was regarded as the second generation of video game consoles.
As a result of the devastation, an important global video game industry appeared in Japan, creating vital spaces for companies like Nintendo and Sega. This has resulted in the popularity of the third generation Entertainment Entertainment system around the world, where third-party game publishing is closely monitored by Nintendo.
Third generation console (1983-1995) (8-bit)
While the broken gaming industry in the US took some local businesses to bankruptcy and nearly ended retailing interest in video game products, the third generation 8-bit video game console started in Japan in early 1983 with the release of both Nintendo Computer Family ("Famicom") and Sega's SG-1000 on July 15th. The first clearly defeated the second in terms of commercial success in the country, causing Sega to replace it, two years later, with a very modern and enhanced version called Sega Mark III.
In an effort to make Famicom marketable in the US, Nintendo created a completely redesigned version, called the Nintendo Entertainment System (NES), for sale in the country as a product unrelated to video games. For this same reason, the company also developed a toy robot accessory called R.O.B. for sale along with several versions. The NES was released on October 18, 1985 in the US, reviving the video game market in the country and proving successful for American audiences, culminating in popularity between 1987 and early 1990s. The console was later released in other Western countries, but due to heavy competition from home computers such as ZX Spectrum, Amstrad CPC and Commodore 64, and lack of marketing, the NES was prevented from having much success in Europe.
Sega Mark III, released to Western consumers as the Master System, dominates the European, Oceania and Brazilian markets, selling more than NES in the region. Soon, Famicom/NES and Master System became the third generation big console. While Sega focuses on unique gameplay experiences and innovative technologies (with superior technical nature of Master Systems that enable better graphics, and accessories like LCD glasses), Nintendo is focused on creating long and popular gaming franchises that often repeat the same features. Despite the dominance of different regions, Famicom/NES sells a higher number of 61.91 million copies worldwide, against the 14.8 million Master System.
In this generation, gamepad or joypad, takes over for joystick, paddle, and keypad as a standard game controller. Directional-pad 8-way gamepad design (or D-pad for short) with 2 or more action buttons to standard. This generation also marked a shift in the dominance of video game console hardware and game console production from the United States to Japan.
The third console generation marks the debut of various role-playing franchises, such as The Legend of Zelda, Dragon Quest, Phantasy Star and Final Fantasy , the last one that has financially rescued Square developers Japan. 1987 saw the birth of the stealth genre with Hideo Kojima's first Metal Gear series game, on MSX2's computer. In 1989, Capcom released the Sweet Home in NES, which serves as the precursor of the horror survival genre.
In 1988, Nintendo published the first edition of Nintendo Power magazine.
In 1989 the market for game-based console cartridges was over $ 2 billion, while for disk-based computer games was less than $ 300 million. Large computer gaming companies such as Epyx, Electronic Arts, and LucasArts are beginning to devote much or all of their attention to the game consoles. The World of Computer Games warns that computer games can be "backwater culture", similar to what happened a few years earlier with an 8-bit computer. In 1990, Commodore and Amstrad entered the console market with game machines C64GS and GX4000 respectively. Both are based on an 8-bit computer from their manufacturer, and only have limited success due to lack of software support and the arrival of 16-bit machines. Amstrad GX4000 sold over 15,000 units, with only 25 officially released game cartridges. Although technically superior to the Nintendo Master System and Entertainment System, it was discontinued after 6 months.
This generation ended with the cessation of SEN in 1995.
Fourth Generation Fourth Generation Fourth Generation Fourth Generation console (1987-2003) (16-bit)
The 16-bit video game console started in the late 1980s. The TurboGrafx-16, named PC Engine in Europe and Japan, debuted in 1987 as the first commercial 16-bit game system. It has many followers in Japan, but, poorly in North America and Europe because of its limited game library and due to excessive distribution restrictions imposed by Hudson Soft. Mega Drive/Genesis Sega has sold well all over the world since its debut in 1988. Nintendo responded with a next generation system called Super Nintendo Entertainment System (SNES), in 1990.
This time is one of the toughest competition and not completely honest marketing. The TurboGrafx-16 is billed as the first 16-bit system but the central processor is an 8-bit HuC6280, with only HuC6270's graphics processor being the correct 16-bit chip. In addition, the older Mattell Intellivision contains a 16-bit processor. Sega uses the term "Blast Processing" throughout its marketing to illustrate the simple fact that their console CPUs run at higher clock speeds than SNES (7.67 MHz vs. 3.58 MHz).
In Japan, PC Engine was a very successful contender against Famicom and its CD drive device enabled it to fend off Mega Drive in 1988, though it never really reached the same level outside of Japan. PC Engine eventually lost to Super Famicom, but, because of the popular add-on CD, it retained the user base to support the new game until the late 1990s.
CD-ROM drives were introduced in this generation, as add-ons for PC Engine in 1988 and Mega Drive in 1991. Nintendo experimented with optical media format for SNES in a joint venture with Sony, which will continue to develop this. concept into the PlayStation and rose to prominence as a major competitor of Nintendo and Sega. Basic 3D graphics enter the mainstream with flat shaded polygons that are powered by additional processors in game cartridges like Virtua Racing and Star Fox , while Mega Drive succeeds in generating those graphics without special processors, on chip? 8 MHz 64000 using a very simplified polygon model, slow frame rate (& lt; 4 fps), and reduced resolution.
Sonic the Hedgehog , released in 1991 for Mega Drive/Genesis, gives the console's ultimate popularity, and rivals the Nintendo franchise
SNK Neo-Geo is the most expensive console with wide margins when released in 1990, and will remain so for many years. The 2D graph is quality years ahead of other consoles. The reason for this is that it contains the same hardware found in the arcade games of SNK. This is the first time since a true home-arcade Pong home experience can be at home, but the system is commercially irreversible.
This era also saw the rise of the handheld console, which did not exist in previous generations. Nintendo Game Boy, a portable released in 1989 with 2D monochromatic graphics and 35-hour battery life, became very popular in the world and sold far more than its three competitors, Atari Lynx, Sega Game Gear and NEC's Turbo Express, released in Japan in North America until 1991. Although these three consoles have a much more sophisticated 16-bit graphics (similar to home consoles at the time), graphic resources spend too much battery power, contributing to their unpopularity. Other consoles also have rare game libraries compared to over a thousand games released for the Game Boy, including the best-selling titles Pokémon à © mon Red and Blue , and that inspire all machine lines portable that continues for the next two generations.
1990s
The 1990s was a decade of innovation marked in video games. It's a decade of transition from raster graphics to 3D graphics and spawns several video game genres including first-person shooters, real-time strategies, and MMOs. Handheld games started becoming more popular throughout the decade, thanks in part to the Game Boy release in 1989. Arcade games experienced a resurgence in the early to mid 1990s, followed by a decline in the late 1990s as home consoles became more common.
As the arcade games declined, however, the home video game industry became more common in entertainment in the 1990s, but their video games also became more and more controversial due to their violent nature, especially in the game Mortal Kombat , Night Traps and Doom, leading to the establishment of the Interactive Digital Software Association and their rating game by signing their ESRB ratings since 1994. Major developments of the 1990s include popularized 3D computer graphics using polygons (originally in arcades, followed by home and computer consoles), and the beginnings of larger publisher consolidations, higher budget games, increased production team size, and collaboration with both music and the film industry. Examples include Mark Hamill's involvement with Wing Commander III, the introduction of QSound with arcade board systems such as Capcom's CP System II, and high production budgets from titles like Squaresoft Final Fantasy VII and Sega's < i> Shenmue .
Awakening and decreasing arcade
In North America, arcade games, which have seen a slow decline with the rise in popularity of home games, experienced a resurgence in the early to mid 1990s, with the 1991 release of Capcom Street Fighter II popularizing a one-on- that is competitive and revives the arcade industry to a level of popularity not seen since the days of Pac-Man . His success led to another wave of popular fighting games, such as Mortal Kombat and The King of Fighters . Sports games like NBA Jam also got popular in the arcade during this period.
Transition to 3D
The 3D computer graphics using polygons were soon popularized by Yu Sukuki's Sega AM2 game Virtua Racing (1992) and Virtua Fighter (1993), both running on the Sega Model 1 arcade board system; some Sony Computer Entertainment (SCE) staff involved in the creation of the original PlayStation video game console credit Virtua Fighter as inspiration for the PlayStation 3D graphics hardware. According to former SCE producer Ryoji Akagawa and chairman Shigeo Maruyama, the PlayStation was originally regarded as 2D-focused hardware, and it was not until the success of Virtua Fighter in the arcade that they decided to design the PlayStation as a hardware-focused in 3D. Texture mapping and texture filtering soon popularized by racing games and 3D battles.
However, with the advent of 32- and 64-bit consoles in the mid-1990s, home video game consoles such as Sega Saturn, PlayStation, and Nintendo 64 also became capable of producing 3D graphs mapped with textures. Increasing numbers of players will wait for popular arcade games to be ported to the console rather than pumping coins into arcade kiosks. This trend is enhanced by the introduction of more realistic peripherals for computers and console gaming systems such as joystick and jet propulsion jet propulsion, which allows home systems to approach some of the earlier realism and immersion limited to arcades. To remain relevant, arcade manufacturers such as Sega and Namco continue to push the boundaries of 3D graphics beyond what is possible in homes. Virtua Fighter 3 for Sega Model 3, for example, stands out because it has real-time 3D graphics approaching the full motion video CGI (FMV) quality at the time. Likewise, Namco released Namco System 23 to rival Model 3. In 1998, however, Sega's new console, Dreamcast, can produce 3D graphics parallel to the Sega Naomi arcade machine. After producing stronger Hikaru boards in 1999 and Naomi 2 in 2000, Sega finally stopped producing custom arcade board systems, with their next arcade boards based on consoles or commercial PC components.
When protection against the arcade declines, many are forced to close down. Coin-operated classical games have largely become dedicated fan provinces and as a tertiary attraction for some businesses, such as cinemas, batting cages, mini golf courses, and arcades that connect to game stores like F.Y.E.
The gap left by the old corner arcades is partially filled by large entertainment centers dedicated to providing a clean, secure and costly game control system not available to home users. Latest arcade title in
Source of the article : Wikipedia