The History Of Gaming!

ashwinsinha

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This thread is a source to the history of video games!
Please post in and contribute to this thread with your knowledge!​


magnavoxodyssey.jpg


Magnavox Odyssey
Released in 1972


The Magnavox Odyssey is the first home video game console, predating the Atari PONG home consoles by three years. The Odyssey was designed by Ralph Baer, who had a working prototype finished by 1968. This prototype is affectionately known as the "Brown Box" to classic video game hobbyists. Unlike most video game consoles, the Odyssey is analog rather than digital, which makes its invention all the more amazing in spite of its rather crude graphics and controller responsiveness. Also, unlike any conventional console today, this system was powered by batteries. The Odyssey and its variants also lack sound capability (hence a silent console), which was not uncommon in early PONG systems of that era.

The Odyssey was released in May 1972. While it did not perform badly, it did not take long before it succumbed to poor marketing by Magnavox retail chains. One of their mistakes was misleading consumers into believing that the Odyssey would work only on Magnavox televisions. It did, however, prove that consoles for the home could be designed.

ataripong.jpg


Atari PONG
Released in 1975


In 1973, after the success of the original PONG coin-op, an Atari engineer by the name of Harold Lee came up with the idea of a home PONG unit. Since the PONG coin-op that Alan Alcorn designed was nothing more than the game board connected to an actual television set, he thought it would be possible to scale it down a bit and modify it for use at home. This would be a new direction for the fledgling Atari consumer electronics. If they could pull it off, they would be one of the pioneers of using high tech custom integrated circuits in the consumer industry.

In 1975 it was decided Sears would sell PONG under it's own specially created Tele-Games label, and production was initially projected at 50,000 units. This was soon raised to 150,000 for the 1975 Christmass season. Atari agreed to give Sears exclusive rights for the following year, and would continue to make custom Tele-Games versions for any future consoles. This was the beginning of a long relationship between Atari and Sears, which would continue even after Nolan Bushnell sold Atari to Warner.
 
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Magnavox Odyssey 100
Released in 1975
The Odyssey 100 was an analog system which used four Texas Instruments chips. It did not use cartridges and played two games: TENNIS and HOCKEY. A simple switch selected the games, and the system was either powered by six batteries, or by an AC adaptor (such power supplies were widely used by other systems).

The Odyssey 100 was very basic and didn't have the common features of the million-seller PONG systems of the next years. The knobs were fixed: there were no detachable controllers yet. There was no digital on-screen scoring: the players marked their score using two little plastic cursors on the system. The serve couldn't be changed: it was automatic. This could seem strange compared to the first Atari PONG systems which already had digital on-screen scoring. In fact, this was just a question of technology. On-screen scoring would have required additional components, which would have increased the cost of the system. Nevertheless, on-screen scoring was added in later systems although the first attempts used archaic graphics. The first Magnavox system to offer digital on-screen was the Odyssey 300 in 1976.



Magnavox Odyssey 200

Magnavox Odyssey 200
Released in 1975
Still in 1975, Magnavox released an improved version of the Odyssey 100: the Odyssey 200. It was same as the Odyssey 100 but with two additional chips from Texas Instruments, which added a third game called SMASH and some on-screen scoring. The Odyssey 200 could be played by two or four players (first system to offer this feature), and displayed very basic on-screen scoring using small rectangles (it still had the two plastic cursors to record the scores). Each time a player marked a point, his white rectangle would shift on the right. The winner was obviously the first whose rectangle would reach the rightmost position on the screen. Although the scores were not yet digital, the Odyssey 200 remained more advanced than the first home version of Atari PONG because it played three different games for two or four players.

1975 marked the beginning of a long history. Both Atari and Magnavox released their systems, and more advanced ones were to come.



Atari Super PONG

Atari Super PONG
Released in 1976
Atari's sales of the Home PONG console were phenomenal to put it mildly. Atari would continue to cash in of the PONG franchise by releasing yet another home version of one of its arcade game assets. This time it would be Super PONG. Now home players could select for 4 different variations of PONG games to delight and entertain them for countless hours.

Meanwhile numerous knock-off PONG-type consoles were hitting the market. However, because of Atari's now well known presence in the coin-op market, its name recognition helped it stand out. Also Atari's unusual Pedestal design helped Atari stand out in the Sears Retail Stores as well as other stores who were now carrying Atari products.

When compared to the plethora of bland and boxy "Me-Too" consoles by so many other companies, the Atari PONG line of consoles simply stood out. Atari's consoles had eye catching rainbow colors and a deep and ear catching PONG sound from their built in speaker. Most other consoles were still far behind playing catch up with Black & White displays, flimsy controllers and some even without sound.



Wonder Wizard 7702

Wonder Wizard 7702
Released in 1976
The Wonder Wizard Model 7702 was sold in 1976 and contains a Magnavox Odyssey 300 circuit board housed into a derivate of the 1972 Odyssey case. The bottom part of the case is identical, only the top differs and was made in two versions: one with silver knobs and woodgrain only in the section containing the "Wonder Wizard" name, and one (as pictured) with black knobs and woodgrain everywhere.

Like Odyssey 300, this system used a 3-position switch to choose one of three predefined combinations of difficulties, avoiding the need to change the ball speed, ball angle and bat size separately. Few systems used this design and most others used individual skill level switches.



Coleco Telstar

Coleco Telstar
Released in 1976
Telstar, Coleco's first video game system, was released in 1976 and played only three games with three difficulty levels. It was the first system to use GI's AY-3-8500 chip and was a real success: over a million units were sold.

The AY-3-8500 chip played six games with more difficulty levels, and the games could also be played in color. It was pretty obvious that Coleco would release more systems. At least 15 different games were released in two years with the only differences between the "pong" systems being the number of games, the way the difficulty levels were used, and the type of pictured (color or black and white).

An amazing detail is the way Coleco packed their video game systems, they were sold partially assembled. The systems were electronically ready to play, but the users had to put on the knobs and stick the decorative stickers on the plastic case. So far, only Coleco is known to have released their systems this way. It is believed that this was done to save on assembling costs.



Coleco Telstar Classic

Coleco Telstar Classic
Released in 1976
The Telstar video game console produced by Coleco first went on sale in 1976. It was a video tennis clone similar to Pong. With a price of $50, budget minded consumers loved it. Coleco sold over 1,000,000 units in 1976.

Released the same year as the original Telstar, the Telstar Classic unit was essentially the same as the Telstar. It simply added a classic 1970's wood grain case to it. This unit allowed 3 games (Tennis, Hockey, Handball) and 3 different skill levels.

In the Christmas season of 1977, nine new designs of the Telstar were released, each of them doing virtually the same thing. It was labeled "Video Sports" with four different games, all of them PONG clones. During it's life span, Coleco had produced about nine different variations of their machine and tossed about one million 'obsolete' machines.



Magnavox Odyssey 300

Magnavox Odyssey 300
Released in 1976
Magnavox used several Texas Instruments chips, each having a special function (collision detection, on-screen scoring, etc). Atari had the advantage of using the first chips often called "PONG in a chip", but the chips were not available to other manufacturers. Each different Atari system used a special chip. Of course, a few discrete components interfaced the chip to the system (video modulator, player controls, etc). These chips replaced most of the numerous components used in analog and digital systems. Although Atari chips were a smart design, the idea of integrating complex circuits into a single chip was a common idea at that time, and other video game manufacturers would soon release their own video game chips.

Magnavox continued with the Odyssey 300 in 1976, which was one of the first system to use a single game chip containing the major circuitry of a PONG system (after the 1975 Atari PONG system).



Magnavox Odyssey 400

Magnavox Odyssey 400
Released in 1976
Still in 1976, Magnavox released the Odyssey 400. It played the same games than the Odyssey 200 and used an additional Texas Instruments chip to display digital on-screen scoring (it was the first analog Odyssey system to display digital on-screen scoring). On-screen scoring was quite well designed. As a matter of fact, the scores were large and were only shown when the ball was lost, and a large 'W' letter was displayed on the winner's side when the games were over.

Like the Odyssey 100 and 200, the Odyssey 400 used the same three knobs to move the bats and control the "English" effect on the ball.



Magnavox Odyssey 500

Magnavox Odyssey 500
Released in 1976
The Odyssey 500 was also released in 1976, and was very advanced for that time considering the technology used. It was in fact the only system of its kind. As a matter of fact, the white paddles representing the players were replaced by simple color graphics: two tennis players with their rackets (TENNIS game), two squash players (SQUASH), or two hockey players holding their sticks (HOCKEY).

Magnavox released the Odyssey 2000, 3000 and 4000 in 1977. The Odyssey 5000 was planned but never released. It was designed to play 24 games (7 different types) for two or four players. The Odyssey 4000 was the last PONG system released by Magnavox.



Fairchild Channel F

Fairchild Channel F
Released in 1976
The Channel F was the first programmable video game system, having plug-in cartridges containing ROM and microprocessor code rather than dedicated circuits. Not a very popular or entertaining system, it was nonetheless important at the time for having a number of original features which were copied by later more successful systems.

Fairchild released twenty-six different cartridges for the system, with up to four games being on each cartridge. The games included sports, such as Hockey, Tennis and Baseball, educational, such as Maths Quiz, board games, such as Checkers, and shooting games, such as Space War. The cartridges had labels that contained the game instructions on them and each were given a sequential number. In this respect Fairchild started a trend in trying to boost game sales by numbering them and so appealing to consumers who wanted to complete their collection.

The Channel F console's popularity lowered when the Atari released their VCS in 1977 as the VCS had much better graphics, games and sound.
 

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Video Game Consoles (1977)


Atari Video Pinball

Atari Video Pinball
Released in 1977
In 1977, Video Pinball appeared as another Atari coin-op to stand-alone home console translation by bringing the game Breakout to home players. Offered first in the late 1970's Atari "first edition release" standard wood grain (also to be used on the Atari 2600) and then a second edition white molded plastic model. Bumper controllers on the sides or a dial on the front were used to control the games depending on the game selected. There were three game types - Pinball, Basketball, and Breakout.

Interestingly enough, Atari did follow up with an actual Video Pinball coin-op, two years after the release of their home console. It was a unique hybrid between video game and pinball technology that still has not been duplicated to this day. While some before and after tried using the video game part as a game within the game or simply to display unique animations (such as Baby Pacman, or the more recent Star Wars pinball hologram effect model), this was the first to actually use both technologies as an integral part of the game play.



Atari Stunt Cycle

Atari Stunt Cycle
Released in 1977
All the thrills and chills of real stunt motorcycle riding right in your home living room, so much fun Evil Knievel must have had one! (Well... maybe). Stunt Cycle originally was an Atari arcade coin-op, then made into a stand-alone console shown here.

The original coin-op had been released in 1975 to take advantage of the then popular motorcycle stunt man Evel Knievel. Originally a motorcycle salesman who began doing stunts to draw attention to his store, by the early 70's he was a household name. Atari's coin-op attempted to capture the feel and fun of the stunt jumping Evel Knievel was famous for, and was a mild success.

Stunt Cycle gave the player a first person feel of riding a motorcycle, even though the image on the screen wasn't first person. You could jump cars and buses, if you played with the controls just right you could jump right off the screen, lots of fun!



Atari VCS 2600

Atari VCS 2600
Released in 1977
The Atari 2600, released in 1977, is the first successful video game console to use plug-in cartridges instead of having one or more games built in. It was originally known as the Atari VCS, for Video Computer System, and the name "Atari 2600" (taken from the unit's Atari part number, CX2600) was first used in 1982, after the release of the more advanced Atari 5200.

The initial price was $199 with a library of 9 titles. In a play to compete directly with the Channel F, Atari named the machine the Video Computer System (or VCS for short), as the Channel F was at that point known as the VES, for Video Entertainment System. When Fairchild learned of Atari's naming they quickly changed the name of their system to become the Channel F.

Atari expanded the 2600 family with two other compatible consoles. The Atari 2700, a wireless version of the console was never released due to design flaws. The Sleek Atari 2800 released to the Japanese market in 1983 suffered from competition from the newly-released Nintendo Famicom.



Coleco Telstar Combat

Coleco Telstar Combat
Released in 1977
The Coleco Telstar Combat! game was released in 1977 as a post-Pong dedicated video game console. Unlike Coleco's earlier home Pong clones based on the General Instrument AY-3-8500 chip, it used a AY-3-8700 chip. The console was a modest success but due to having too many similar dedicated console products, Coleco nearly went bankrupt in 1980.

Telstar Combat was one of Coleco's attempts to break away from the Pong-clone video game rut. It's certainly unique, no other company manufactured a dedicated console with such elaborate controls. The console plays four variations of a tank battle game, very similar to the Atari 2600 Combat game cartridge.
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colecotelstaralpha.jpg


Coleco Telstar Alpha
Released in 1977


Coleco cashed in on the Pong craze in a big way. They managed to grab a huge share of the early home video game market partly through good marketing (their original Telstar console was half the price of Atari's Pong) and partly through good luck (Coleco was the only company that got their full shipment of the popular microchip that everyone used to manufacture their home Pong systems in late 1976).

The Telstar Alpha (model 6030) was released in 1977. It is a classic from Coleco, and uses the AY-3-8500 game chip. The system plays 4 games in three difficulty levels. It is the successor of the three older models (Telstar, Telstar Classic and Telstar Ranger), and only differs by its case and fourth game (JAI-ALAI, also known as SQUASH).

Like the first Telstar, this system was sold in large quantities as it was cheap. It was also released in Europe as the "Telstar Alpha Europa".



Magnavox Odyssey 2000

Magnavox Odyssey 2000
Released in 1977
While not the first electronic game, the earliest form of an electronic ping-pong game dates back as a game played on an oscilloscope, by William A. Higinbotham at the Brookhaven National Laboratory in 1958. His game was titled Tennis for Two.

In 1977, the Magnavox Odyssey line of PONG games represents the cutting edge of dedicated console technology. The Odyssey 2000, 3000 and 4000 were arguably the most advanced dedicated PONG console systems of the 1970's.



Magnavox Odyssey 3000

Magnavox Odyssey 3000
Released in 1977
The Magnavox Odyssey 3000 is another example of the Odyssey line for 1977. It is similar to the 2000 offering the same games in a newly styled, more modern case. The Odyssey 3000 also featured detachable controllers which allowed more freedom when playing. This was not a feature on the Odyssey 2000 model.

Magnavox lead the PONG craze with its Odyssey line of consoles. In three years, the technology had completely changed the PONG universe.



Magnavox Odyssey 4000

Magnavox Odyssey 4000
Released in 1977
The Odyssey 4000 was the last PONG system released by Magnavox. The Odyssey 4000 featured 8 exciting games in full color. The console also featured real joysticks like those offered on other console models.

After the Odyssey 4000, Magnavox goes on to release a completely different system known as the Odyssey 2, also known as Videopac in Europe. This system was designed to compete with Atari and Colecovision cartridge based game consoles.
 
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Video Game Consoles (1978-1980)


Coleco Telstar Colortron

Coleco Telstar Colortron
Released in 1978
The Telstar Colortron was released in 1978. It is one of the only systems based around the AY-3-8510 game chip, a derivation of the AY-3-8500. The system offers 4 games instead of 6, but the picture is in color, which is much better. Sound is not unpleasant like on most of the other systems, since it comes from a little piezo beeper which produces a very discrete sound.

The game selection is done using a push-button rather than a switch (easier to use and more robust). Curiously, the system requires two 9V batteries: one for the "video" (the games), and one for the "sound" (maybe the internal circuitry of the piezo beeper).



Coleco Telstar Arcade

Coleco Telstar Arcade
Released in 1978
The Telstar Arcade is maybe one of the most interesting systems made by Coleco, and also the most advanced PONG system released in America, although it played non-PONG games. Made in a triangular case, the system could play three types of games, each being played on one of the three sides of the case. Obviously, the first side allowed playing PONG games (TENNIS and the like), and the second side allowed playing target shooting games. Nothing very different from most other systems, except the gun storage. The third face was the most interesting: it allowed playing car racing games. Very few systems offering that type of games were released at this time, and the games were only played using rotary controllers or some sort of joysticks.

Coleco used a very uncommon cartridge format: a silver triangular case which connects horizontally on the top of the console. Nothing in common with the other black cartridges with plug vertically. Coleco released only four cartridges. The first one was sold with the system and the others were available separately for the price of $25. Two flyers came with the system to order cartridges #2 and #3.



Bally Professional Arcade

Bally Professional Arcade
Released in 1978
Released in 1978, the Bally Professional Arcade was video game maker Bally's only entry in to the home console market, complete with typical late 1970's wood grain. The little console from the 70's that just wouldn't die, it enjoyed several rebirths similar to the Fairchild VES Channel F and significant home brew/user following.

In 1972, Bally missed an early entry in to video games, by telling one Mr. Nolan Bushnell they were not interested in his Pong video game. With Pong starting the video game arcade revolution, by 1975 Bally decided to create a video game division called Midway (referred to as Bally/Midway) for the purpose of entering this market.

It was decided to base the new console around the Zilog Z-80 microprocessor. A processor making it's way in to arcade games and fast becoming the processor of choice in the still developing microcomputer movement. The graphics system was to have an advanced display system known as bit mapped graphics. In bit mapped graphics, each pixel of the screen is mapped to a corresponding memory location.



Magnavox Odyssey²

Magnavox Odyssey²
Released in 1978
In 1978 Magnavox came out with their second major system, the Odyssey², which was totally different than the various Odyssey PONG systems. It was a computer with BASIC programming, but many people regarded it as a home video game console. It came with two controllers, RF switch with TV box, power supply, and the Speedway, Spinout and Cryptologic game cartridge.

The Odyssey² was the first home video game console to introduce what was to become the standard joystick design of the 1970s and 80s: a moderately sized black joystick unit, held in the left hand, with an eight-direction stick that was manipulated with the right hand. In the upper corner of the joystick was a single 'Action' button.

The area that the Odyssey² may well be best remembered for was its pioneering fusion of board and video games: The Master Strategy Series. The first game released was the instant classic Quest for the Rings!, with game play somewhat similar to Dungeons & Dragons, and a story line reminiscent of J. R. R. Tolkien's The Lord of the Rings.



Coleco Telstar Gemini

Coleco Telstar Gemini
Released in 1978
1978 saw the release of the Coleco Telstar Gemini, which was totally different from any other Telstar pong system preceding it. Looking like a common pong, it doesn't play the common pong games. This unique system offered 2 shooting games along with 4 pinball games.

This console featured 2 flipper buttons on either side which simulated playing a real pinball machine. There is also a big red button on top which was used to launch the ball in to the play field. The button simulated the real thing, a short tap will shoot the ball out slowly and a long press will shoot the ball out faster.

There were actually two completely different Coleco Gemini systems. The Telstar Gemini shown here is the older and rarer machine. The other is an Atari 2600 clone by Coleco called Gemini. Coleco probably did this to hide it from Atari's lawyer armada. This worked for a while, but soon after the launch of the console Atari unsuccessfully sued Coleco for braking copyright laws.



Zircon Channel F system II

Zircon Channel F System II
Released in 1979
In 1979, a company by the name of Zircon bought all the rights to the Channel F. What they had planned to do with them was not clear until when they released Fairchild's scaled-down model as the $99 Channel F System II. Zircon also licensed it overseas, where it appeared as the Saba Video Play in Germany, the Luxor Video Entertainment System in Sweden, and the Grandstand in Great Britain. The System II model played sounds through the TV set, rather than generating them through an internal speaker (that's right: sounds in the System I model came from the unit itself). Channel F System II also had removable controllers.

By 1978, Fairchild had released 23 games the Channel F, with Zircon chipping in four new titles a couple years later. The games run from single to multi game cartridges, and various options for the games are selected by the 4 main buttons on the front of the console. Probably the weirdest feature of the machine is that the games are started by first turning on the console, then inserting the cartridge, and hitting the reset button.



Atari 400

Atari 400
Released in 1979
The Atari 400 was announced in December 1978, but didn't actually start shipping until late in 1979. Designed primarily as a computer for children, the Atari 400 has an "advanced child-proof design featuring pressure-sensitive, wipe-clean keyboard". It featured a single cartridge port under the front cover.

The Atari 400 boots-up into "Notepad", the only built-in program. Any other programs will have to run from cassette or cartridge - this includes BASIC, or any other programming language. Game cartridges can be inserted into the cartridge slot in front, starting instantly with no fuss. Many games were clones of actual video arcade hits, others were original or copies of other popular (or not) computer games of the 80's.



Mattel Intellivision

Mattel Intellivision
Released in 1980
After successful test marketing in 1979, Mattel Electronics released its Intellivision system nationwide in late 1980. Armed with twelve games, better graphics and sound than its competitors, and the promise to release a compatible keyboard that would turn the system into a home computer ("Play games and balance your checkbook!"), Mattel set its sights on taking down the "invincible" Atari 2600. They got off to a good start, selling out the first production run of 200,000 Intellivision units quickly.

Many people bought an Intellivision with plans to turn it into a home computer when the keyboard was released. There was a huge marketing campaign behind this (one-third of the back of the Intellivision box was dedicated to the "Under Development" keyboard), but months and then years passed without the keyboard being released. actually, it was released in a few test markets in late '81, but the price was too high and the initial reaction poor. So in 1982, Mattel scrapped plans for the infamous keyboard, but later (due to government pressure), they had to make a computer add-on anyway.
 

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Video Game Consoles (1980-1982)


Vectrex

Vectrex
Released in 1982
The Vectrex is an 8-bit video game console developed by General Consumer Electric (GCE) and later bought by Milton Bradley Company. The Vectrex is unique in that it utilized vector graphics drawn on a monitor that was integrated in the console; no other console before or after the Vectrex had a comparable configuration, and no other non-portable game console had a monitor of its own (integrated). It was released in November 1982 at a retail price of $199. As the video game market declined and then crashed, the Vectrex exited the market in early 1984.

Unlike other video game consoles which connected to TVs to display raster graphics, the Vectrex included its own monitor which displayed vector graphics. The monochrome Vectrex used overlays to give the illusion of color, and also to reduce the severity of flickering caused by the vector monitor. At the time many of the most popular arcade games used vector displays, and GCE was looking to set themselves apart from the pack by selling high-quality versions of games like Space Wars and Armor Attack. The system even contained a built in game, the Asteroids-like Minestorm.



Atari 5200

Atari 5200
Released in 1982
The Atari 5200 is a video game console introduced in 1982 by Atari. It was created to compete with the Mattel Intellivision, but it also competed with the Colecovision shortly after the 5200's release. In some ways, it was both technologically superior and more cost efficient than any console available at that time.

The Atari 5200 was in essence an Atari 400 computer without a keyboard. This made for a powerful, proven design which Atari could quickly bring to market. The system featured many innovations like the first automatic TV switch box, allowing it to automatically switch from regular TV viewing to the game system signal when the system was activated.

The initial release of the system featured four controller ports, where all other systems of the day had only two ports. The system also featured a revolutionary new controller with an analog joystick, numeric keypad, two fire buttons on both sides of the controller and game function keys for Start, Pause, and Reset.



Emerson Arcadia 2001

Emerson Arcadia 2001
Released in 1982
In 1982, the computer electronics company, Emerson, jumped into the gaming world. They released the Arcadia 2001, a small cartridge-based system.The Arcadia 2001 controllers are similar in design to the Intellivison or Colecovision, with a numeric keypad, a joystick, and two side buttons.

Emerson Arcadia 2001 was supposed to be the Atari 2600 killer. A great console with great games. Unfortunately they fell prey to complete lack of third party development, and the lack of Arcade game titles. Similar to other consoles before it, they were forced to release arcade clones.

The system didn't grasp much attention, and soon found it's way to the bargain bin at the cost of $99. The release of the Colecovision months later sealed the Arcadia's fate. The Emerson Arcadia 2001 died after only a year and a half with 35 game releases. Most never recall it existed.



Colecovision

Colecovision
Released in 1982
The Colecovision is Coleco's third generation video game console, released in August 1982. It offered arcade-like graphics and controllers, and an initial catalog of 12 titles, with 10 more promised titles on the way. All told, approximately 170 titles were released on plug-in cartridges during its lifetime. The controller was a flat joystick, two side buttons, and a number-pad, which allowed the user to put inserts for customized buttons. The majority of titles in its catalog were conversions from coin-operated arcade games. The ColecoVision introduced two new concepts to the home video game industry - the ability to expand the hardware system, and the ability to play other video game system games.

By Christmas of 1982, Coleco had sold 500,000 units, mainly on the strength of its bundled games. While Atari's fortune had risen on the popularity of Space Invaders, Colecovision was the first console to feature the hit Donkey Kong, by Nintendo. The Colecovision's main competitor in the next-generation console space was the arguably more advanced but less commercially successful Atari 5200.



Coleco Gemini

Coleco Gemini
Released in 1982
In 1982, Coleco released Expansion Module #1 for its Colecovision video game system using off-the-shelf components. Atari sued Coleco for patent infringement, however a court ruled that since Coleco used off-the-shelf components and not the same components found inside an Atari 2600, the Expansion Module #1 did not infringe on Atari's patents for the 2600. With this ruling, Coleco decided to make a stand-alone Atari 2600 clone and named it the Gemini.

The main difference between the Coleco Gemini and the Atari 2600 is the controller design. The Coleco Gemini controllers featured an 8-way joystick and a 270-degree paddle on the same controller (the joystick was at the top of the controller, and the paddle was at the bottom of the controller). Unfortunately, if one wanted to play the Atari 2600 game Warlords in 4 player mode, 2 sets of Atari-made paddles were required, and one set of Atari-made paddles was required for 2 player paddle games.



Mattel Intellivision II

Mattel Intellivision II
Released in 1982
Shortly after the Intellivision I released nationwide in the United States, Mattel followed up with the new updated Intellivision II unit in 1982. The product retailed for $99.99 USD and showed a few marked improvements. In order to cut costs Mattel featured 16 position removable joysticks on their 'new' system. A LED light was implemented to show owners when the system was on or off, since this was a difficulty with the Intellivision I unit. The power button functioned also as a reset switch and must be held for 5 seconds before the power will shut off, otherwise just pressing it will reset the system.

If the game was not in play the screen would go dark after five minutes in order to prevent burn in. To further reduce burn in, the Intellivision II Owner's Manual states that you should play the system using low contrast levels on your TV anyhow. To set the game on pause, you must simultaneously press 1 + 9 on the control pad. The system caused problems when running certain Coleco brand games such as Donkey Kong, Mouse Trap, and Carnival.
 

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Video Game Consoles (1983-1989)


Nintendo Entertainment System (NES)

Nintendo Entertainment System (NES)
Released in 1985
Following a series of arcade game successes in the early 1980s, Nintendo made plans to produce its own console hardware that had removable cartridges, a feature not included with the company's earlier Color TV Games product. Designed by Masayuki Uemura and released in Japan on July 15, 1983, the Nintendo Family Computer (Famicom) was slow to gather momentum: during its first year, many criticized the system as unreliable, prone to programming errors and rampant freezing. Following a product recall and a reissue with a new motherboard, the Famicom's popularity soared, becoming the best-selling game console in Japan by the end of 1984. Encouraged by their successes, Nintendo soon turned their attentions to the North American markets.

In June 1985, Nintendo unveiled its American version of the Famicom at the Consumer Electronics Show (CES). With a completely redesigned case and a new name, the Nintendo Entertainment System (NES) proved to be just as popular in America as the Famicom was in Japan, and played a major role in revitalizing interest in the video game industry.



Atari 2600 Junior

Atari 2600 Junior
Released in 1986
In 1986 the Atari 2600 was re-released as the 2600 Junior. They retailed for $49.99 and came with a controller, RF switch and power cord but were absent of a pack in cartridge. They were made to match the 5200 and 7800 of the same time and some of the Juniors actually sported a JR stamp on them.

The switches are the same as the CX 2600 A except that they are now sliding buttons rather than switches. The switches on the top of the unit were On/Off, Black and White/Color, Game Select, and Rest. Game Difficulty could be switched on the back. The system was much smaller and could conserve space much better than it's predecessor. The RF lead was not attached to this system.

Competition in the video game industry was at an all time high, the Atari 2600 Junior would be a simple low cost Atari 2600 packaged into a small "lunch-box" carton with appeal to younger gamers.



Atari 7800

Atari 7800
Released in 1986
The Atari 7800 was Atari's chance at redemption in the video game market. Atari Inc. spent a good part of 1983 interviewing thousands of people on what they wanted and didn't want in a video game console. Atari Inc. through Warner Communications, then worked with General Computer Corporation who earlier had lost a lawsuit with Atari regarding a "Speed-up" board for Atari's Missile Command.

The all new graphics chip called MARIA (Also the code name of the 7800 Project) with almost 100 independent sprites, better color palette on screen, and other powerful features would not only allow game designers the ability to code new and exciting games, but the chip also allowed an original Atari TIA processor to co-exist side by side with MARIA so that the new console could also play all of the original Atari 2600 games as well.

The Atari 7800 was designed to be flexible and expandable and even had an expansion port for future peripherals to tap into the system bus and video circuitry.



Sega Master System

Sega Master System (SMS)
Released in 1986
After producing many games for early home video game consoles, Sega decided to develop a console system of its own. The SG-1000 and Mark III were available in Japan in the mid-1980s, but when Sega witnessed the early success of the Nintendo Entertainment System, the company knew it wanted a share of the American console market. So, Sega redesigned the Mark III, renamed it the Sega Master System (SMS for short), and released it in 1986, not long after the NES first came out.

Technically, the Master System was superior to the NES, with better graphics and higher quality sound. The original SMS could play both cartridges and the credit card-sized "Sega Cards," which retailed for cheaper prices than carts but had less code. The SMS also had cooler accessories (like 3D glasses), but this didn't do much good when there weren't very many exciting games.

The Master System technology lived on in Sega's Game Gear, which was basically a portable SMS with some enhancements.



NEC Turbo Grafx 16

NEC Turbo Grafx 16
Released in 1989
In Japan, shortly after the introduction of Nintendo's Famicom (Japan's version of the NES), the electronics giant NEC entered into the video game market with the introduction of their "next generation" system, known as the PC Engine (PCE). The PCE boasted a 16-bit graphics chip capable of displaying up to 256 colors on screen at once, at a number of resolutions. Although its CPU wasn't much more powerful that of the NES, its spectacular graphics chip and six-channel sound bettered the Famicom in every way. It utilized a sleek new card format (PCE games are either HuCards or Turbochips) to hold its software, rather than bulky cartridges. It was also the first console to boast a CD-ROM drive, for full orchestral soundtracks and even (gasp!) full motion video. The PC Engine was immensely popular in Japan, outselling the Famicom by a significant margin.

In 1989, two years after its Japanese introduction, NEC announced plans to bring the PC Engine overseas, to the booming video game market of the U.S. With a huge library of Japanese software, it seemed to many as though the system couldn't possibly fail.



Sega Genesis

Sega Genesis
Released in 1989
It was 1989. Nintendo's NES had reigned supreme in the video game market for nearly five years, and it was time for a new system to take over the throne. Sega's Master System, while graphically superior to the NES, failed to make any kind of lasting impression in the U.S. market (although it was very popular in Europe), and Sega knew that their next system would not only have to be superior to everything else out there, but they'd have to have a lot of third-party developers lined up.

After two years of development, Sega introduced their "next generation" system to the world in late 1989. Known as the Genesis in the West, and the Mega Drive in the east, Sega began an aggressive marketing campaign, not only to customers, but also to developers.

Although NEC's TurboGrafx-16 had beat the Genesis to market by nearly four months, Sega quickly regained lost ground, thanks to their line-up of quality arcade conversions, killer sports games, and most of all, the full support of Trip Hawkins and Electronic Arts.
 

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Video Game Consoles (1990-1993)


Sega Master System II

Sega Master System II
Released in 1990
In 1990, Sega was having success with its Sega Mega Drive/Sega Genesis and as a result took back the rights from Tonka for the SMS. They designed the Sega Master System II, a newer console which was smaller and sleeker but which, to keep production costs low, lacked the reset button and card slot of the original. Sega did everything in its power to market the system, but nothing came out of it.

By 1992, the Master System's sales were virtually nonexistent in North America and production ceased. Sales were poor in Japan as well, due to the dominance of the main competitor from Nintendo, the Nintendo Family Computer.

The Sega Master System is still being produced in Brazil. The latest version is the "Master System III Collection". It uses the same design as the North American Master System II (Master System III in Brazil), but is white and comes in two versions: one with 74 games built-in and another with 105 games built-in on an internal ROM. But in Brazil it's hard to find the 3D Goggles, the Light Phaser Pistol and even the cartridge, leaving Brazilians only with the built-in games.



SNK NEO-GEO (AES)

SNK NEO-GEO (AES)
Released in 1990
Shin Nihon Kikaku (SNK) first ventured into the arcade market in 1989 and was successful with its unique 2D arcade machine, which was powered by an impressive custom graphics processor, 68000 and Z80 CPUs and offered 330Mbit ROM storage space. This arcade version was known as MVS, or Multi-Video Output and allowed 1 of 6 games to be loaded at any time. The Neo Geo AES (Advanced Entertainment System) was a home version of the Neo Geo MVS and played the exact same games as the ones in the arcades. In fact, even memory cards could be switched between the two, allowing players to save their progress on one machine and load it on the other.

The major weakness of the Neo Geo AES was the high price tag on the cartridges. Most games sold for about $200! The console itself was also fairly expensive, retailing at $650. Its arcade-style joystick and excellent arcade ports made it a very attractive console. A Multi-Link cable was released for the Neo Geo AES that allowed two Neo Geos to be connected together and be played on two separate televisions.



Super Nintendo Entertainment System (SNES)

Super Nintendo Entertainment System (SNES)
Released in 1991
The Super Nintendo Entertainment System was Nintendo's second home console, following the Nintendo Entertainment System (often abbreviated to NES, released as the Famicom in Japan). Whereas the earlier system had struggled in Europe and large parts of Asia the SNES proved to be a global success, albeit one that could not match its predecessor's popularity in South East Asia and North America - due in part to increased competition from Sega's Mega Drive console (released in North America as the Genesis). Despite its relatively late start, the SNES became the best selling console of the 16-bit era but only after its competitor Sega had pulled out of the 16-bit market to focus on its 32-bit next generation console.

Nintendo released the Super Nintendo Entertainment System which initially sold for a price of $200. The North American package included the game Super Mario World. The SNES was released in the United Kingdom and Ireland in April 1992 for £150, with a German release following a few weeks later. The PAL versions of the console looked identical to the Japanese Super Famicom, except for labelling.



NEC TurboDuo

NEC TurboDuo
Released in 1992
In 1992 TTi (Turbo Technologies Inc.) released the TurboDuo, the North American version of the Japanese Duo. The system combined the TurboGrafx-16 and an enhanced version of the CD-ROM drive (the "Super CD-ROM²") into a single unit. The system could play audio CDs, CD+Gs, CD-ROM2 and Super CD games as well as standard HuCards. The Super System Card required for some games when using the original CD add-on as well as some of the Japanese variants of the TurboGrafx was built in to the Duo rather than requiring the card to be inserted at all times when playing CD games. The original pack-in for the Turbo Duo included the system, one control pad, an AC adapter, RCA cables, Ys book I & II a CD-ROM2 title, a Super CD disc including Bonk's Adventure, Bonk's Revenge, Gates of Thunder and a secret version of Bomberman accessible via an easter egg. The system was also packaged with one random HuCard game which varied from system to system (note: Actually, Dungeon Explorer was the original HuCard pack-in for TurboDuo, although many titles were eventually used, such as IREM's Ninja Spirit and NAMCO's Final Lap Twin and then eventually a random pick).



Sega CD for Genesis

Sega CD for Genesis
Released in 1992
The Sega CD had been announced at the Chicago CES on November 1992. Early reports had suggested that hardware in the system would allow it to display more on screen colors (from a larger palette) than the Sega Genesis or the Super Nintendo, which was an important technical concern for consumers.

In the end, the Sega CD failed to convince North American gamers, mostly due to the cost of the console, and the lack of any hardware advancements. There just was not enough value for the price. Moreover, the game experience was little improved.

The single speed CD drive added load times to all games, and the 64-color graphics and underpowered processor (for video rendering) made full-motion games look terrible. One particularly infamous example of this came in the form of the Mortal Kombat CD, which was widely criticized due to certain moves, particularly the games popular "fatalities", that would not perform until after a notable lag between the execution of the move and its actual on screen animation.



Panasonic 3DO Interactive

Panasonic 3DO Interactive
Released in 1993
The 3DO was a concept. "Create the blueprints for a next-generation, 32-bit, do-it-all, set-top system that is fully upgradeable and license the actual hardware manufacturing to some of the world's largest electronics manufacturers." That's the 3DO. Trip Hawkins, founder of the 3DO company, joined forces with RJ Mical and Dave Needle to create the most innovative system of the '90s. The 3DO was originally designed to be the next step in home entertainment: Audi-o, vide-o, 3D-O. The creators hoped it would become as common as the VCR and as fun and entertaining as a TV, VCR, CD player, video game system and computer combined. The idea was sound. Unfortunately, the execution of the idea was not.

Many companies obtained licenses to produce 3DO systems, including Goldstar, Sanyo, Samsung, AT&T, Creative Labs and the world's largest electronics company, Matsu****a/Panasonic. With the idea that the 3DO was to become a multi functional part of everyone's home entertainment centers, the unit was released in 1993 with an MSRP of $700.



Atari Jaguar

Atari Jaguar
Released in 1993
Competing with Sega and Nintendo's 16-bit consoles, the Jaguar was said to be 64-bit. Back then, bit width was a big deal in the gaming industry, just as polygon-pushing power is today. The Jaguar did not work off of a solitary 64-bit processor, but instead it had a collection of processors with bus widths ranging from 16 to 64 bits. The bit width of the Jaguar is still a source of considerable debate today, but consensus exists among those who are familiar with the system hardware that, because Jaguar's main data bus and some of the processors are 64-bit, the entire system can be considered 64 bit. It would otherwise be considered a 32-bit console.

Nonetheless, it was technically superior to the leading 16-bit consoles at the time. Unfortunately, this last ditch effort by Atari to find room in the console market failed. A relatively small number of games were developed for the system, but Atari pulled the plug altogether in 1996.



Nintendo Entertainment System (NES) Model 2

Nintendo Entertainment System (NES) Model 2
Released in 1993
In 1993, Nintendo released a top loading NES model 2. This newer model was scaled down to nearly half the size of the original. The case was a sleeker design (Like a smoother Famicom). The cartridge port was more stable, and used eject & power buttons similar to it's successor the SuperNES. Even the controller had the "bone-like" shape of the SuperNES. This new model sold for $45. The cheaper price came at the loss of the original model's interface and A/V output ports. Nintendo dropped support for this new model a year later. Today, it's a collectors item.

Nintendo's success introduced some of the most interesting accessories and conversions. Who could forget the "Power Glove", and "Rob the Robot". Nintendo slapped "NES-like" hardware into an Arcade cabinet and released Nintendo Playchoice to arcades everywhere. In Japan they released a disk drive accessory that allowed gamers to download games from vending machines onto a disk.
 

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Video Game Consoles (1994-1995)


Sega Genesis 2

Sega Genesis 2
Released in 1994
The Sega Genesis 2 Unit was released in 1994 and was nearly the same as the Sega Genesis released in 1989. The new unit was absent of a headphone jack and volume control and used a non standard RF switch and AC adapter. The pack ins were an AC adapter, RF switch, controller, and the Sonic the Hedgehog 2 game.

The failures of the Sega CD and 32X, a lack of effective advertising, and disputes between Sega of America and Sega of Japan had taken their toll on the company. By 1994, Sega's market share had dropped from 65% to 35%, and the official announcements of newer, more powerful consoles, such as the Saturn, Playstation, and N64 signaled that the 16-bit era was drawing to a close. Interest in the Genesis suffered greatly as a result, compounding its already falling sales. In 1996, less than a year after the debut of their Saturn console, Sega quickly brought their participation in the 16-bit era to an end by discontinuing production of the Genesis and its associated accessories.



Sega CD for Genesis 2

Sega CD for Genesis 2
Released in 1994
The Sega Mega-CD is an add-on device for the Sega Mega Drive released in Europe, Australia, and Japan. The North American version is called the Sega CD. The device allows the user to both play CD audio discs and specially designed game CDs. It can also play CD+G discs.

The development of the Sega CD was top secret; game programmers didn't know what they were designing for until the Mega-CD was finally revealed at Tokyo Toy Show in Japan. The Sega Mega-CD in Japan was designed to compete with the PC Engine, which had a separate CD-ROM drive.

In the United States, the Sega CD was considered a failure due to its high price, low sales and general confusion with the Sega 32X, another Genesis peripheral offered. Due to Sega of America's lack of support for the Sega CD and 32X, many consumers lost their trust in Sega and it can be said that Sega never recovered from this, as the Saturn sold poorly and the Dreamcast, although considered a good effort on Sega's behalf, was unable to compete effectively with the PS2.



Sega Genesis 32x

Sega Genesis 32x
Released in 1994
The 32X hit the market in North America in November 1994, during the same month the Sega Saturn was released in Japan. Many industry insiders speculated that the 32X was doomed from the beginning as the Sega Saturn hardware was widely regarded as more powerful than the 32X and had the support of many Japanese third party software developers.

The Sega 32X can only be used in conjunction with a Sega Mega Drive/Sega Genesis system; it is plugged in where the cartridge bay is. Besides playing its own cartridges, it also acted as a passthrough for Genesis games so it would be a permanent attachment. The 32X came with 10 coupons and several spacers, so it would work with all versions of the Genesis.

Since this was an expensive add-on system, Sega decided to bundle in some rebate vouchers, which were difficult to take advantage of. Orders exceeded one million, but not enough were produced, and supply shortage problems arose.



SNK NEO-GEO CD

SNK NEO-GEO CD
Released in 1994
The Neo Geo CD is essentially the same hardware as the AES but with a CD drive instead of the cartridge slot. CD's are a lot cheaper to produce than cartridges and SNK passed this saving on to gamers with the Neo Geo CD.

Unfortunately, the CD drive is single speed and it takes a long time for games to load compared to cart based games that load instantly. The loading isn't too bad on level based games such as Metal Slug, but it can be really infuriating on fighting games when it needs to load every couple of minutes.



Sega CDX

Sega CDX
Released in 1994
The Multi-Mega or CDX was a 16-bit video game console released in 1994 for $399 USD, combining the Sega Mega Drive (Sega Genesis in North America) and one of its add-ons, the Sega Mega-CD (Sega CD in North America), into a single compact unit as a final attempt by Sega to encourage consumer interest in its unpopular Mega-CD format. It was released under the name Multi-Mega in Europe, Genesis CDX in North America and Multi-Mega CDX in Brazil.

Overpriced and underselling due to lack of high quality Mega-CD games, and the anticipation of the Mega Drive's successor, the Sega Saturn, it was never well-supported by Sega, and died a quiet death. Its counterpart, the combined Mega Drive/32X console, the Sega Neptune, never went beyond the prototype stage.



Atari Jaguar CD

Atari Jaguar CD
Released in 1995
Late in it's life span, Atari released this long-promised CD-ROM unit. The device sat atop the Jaguar console, plugging into the cartridge slot, the physical design of the system sometimes compared to a toilet. The drive had its own cartridge slot to allow cartridge games to be played without removing the CD drive. There was a separate "Memory Track" cartridge for storing saved game position and high scores.

The Jaguar CD unit featured a double speed (2x) drive and built-in VLM (Virtual Light Machine) software. The VLM, which provided a sophisticated video light show when an audio CD was played in the machine, was as popular among buyers as the games themselves. Packaged with the drive were two games (Blue Lightning and Vid Grid), a music CD (Tempest 2000 soundtrack), and a Myst demo disc.

The drive was manufactured for Atari by Phillips in the United States. The initial shipment was 20,000 units. With the JT Storage reverse takeover looming just a few months away, it is possible that those 20,000 drives were the only units ever produced.



Sony PlayStation

Sony PlayStation
Released in 1995
Nintendo asked Sony to develop a CD-ROM add-on called "PlayStation" for the SNES. Because Sony wanted 25% of all profits Nintendo earned from sales of this PlayStation and all PlayStation games, after Sony revealed that they were developing it, Nintendo instead went to Philips. This caused Sony to consider abandoning their research, however instead they used what they had developed so far and made it into a full blown console. This led to Nintendo filing a lawsuit claiming breach of contract and attempted, in U.S. federal court, to obtain an injunction against the release of the PlayStation, on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction.

The PlayStation was launched in Japan on December 3, 1994, the USA on September 9, 1995 and Europe on September 29, 1995. In America, Sony enjoyed a very successful launch with titles of almost every genre including Toshinden, Twisted Metal, Warhawk, and Ridge Racer. Almost all of Sony's and Namco's launch titles went on to produce numerous sequels.



Panasonic 3DO FZ-10

Panasonic 3DO FZ-10
Released in 1995
The 3DO sported some very innovative features. The fact that it is a CD-based system gave developers nearly limitless space to store their games and programs, something cartridge-based systems lack. There was only one controller port. However, this wasn't a problem since extra controllers (up to 8) could be easily daisy-chained as each controller has its own controller port. The original Panasonic controllers have a built-in stereo headphone jack along with a volume control dial. The system has its own internal memory to save games and other information. It has 2 expansion ports which were to be used for future upgrades such as memory cards, modems, digital video cartridges and the M2 system upgrade.

There were many accessories for the 3DO, some of them standard (like game pads, wireless controllers and a light gun). Then there were more unique items like the mouse, steering wheel, flight stick and the Super Nintendo controller adapters which allowed the cheaper Super NES controllers to be used on the 3DO. However, there were even more impressive items available that truly allowed the 3DO to stand alone.



Sega Saturn

Sega Saturn
Released in 1995
Sega's Away Team worked for an entire two years exclusively to make certain that the Sega Saturn was launched with some of the world's best hardware and software. The 27-member Away Team comprises Sega employees from every aspect of hardware engineering, product development, and marketing. Their sole mission was to ensure that Sega Saturn's hardware and design met the precise needs of both the U.S. and Japanese markets.

In May 1995, Sega launched the Saturn in the USA, a full four months ahead of schedule. This was announced at that year's E3 (Electronic Entertainment Expo) where Sega representatives were engaged in a public relations battle with Sony. This surprise move resulted in very few sales, however. This was due largely to the $399 USD price of the system and the lack of available software at time of launch. Also, Sega chose to ship Saturn units only to four select retailers. This caused a great deal of animosity toward Sega from unselected companies, including Wal-Mart and KB Toys.
 

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Video Game Consoles (1996-2000)


Nintendo 64

Nintendo 64
Released in 1996
The Nintendo 64, commonly called the N64, is Nintendo's third home video game console. The N64 was released on June 23, 1996 in Japan, September 29, 1996 in North America, 1 March 1997 in Europe/Australia and September 1, 1997 in France. It was released with only two launch games in Japan and North America (Super Mario 64 and PilotWings 64) while Europe had a third launch title in the form of Star Wars: Shadows of the Empire (which was released earlier in the other markets). The Nintendo 64 cost $199 at launch in the United States.

During the developmental stages the N64 was referred to by its code name, Project Reality. The name Project Reality came from the speculation within Nintendo that this console could produce CGI on par with then-current super computers. Once unveiled to the public the name changed to Nintendo Ultra 64, referring to its 64-bit processor, and Nintendo dropped "Ultra" from the name on February 1, 1996, just five months before its Japanese debut.



Super Nintendo Entertainment (SNES) Model 2

Super Nintendo Entertainment (SNES) Model 2
Released in 1997
By 1996, the 16-bit era of gaming had ended, and a new generation of consoles, including Nintendo's own Nintendo 64, caused the popularity of the SNES to wane. In October 1997, Nintendo released a redesigned SNES 2 in North America for $99 USD (which included the pack-in game Super Mario World 2: Yoshi's Island). Like the earlier NES 2, the new model was designed to be slimmer and lighter than its predecessor but lacked S-Video and RGB output, and would prove to be among the last major SNES-related releases in America.

Nintendo of America ceased production of the SNES in 1999. In Japan, the Super Famicom continued to be produced until September 2003 (also some new games were produced until the year 2000). In recent years, many SNES titles have been ported to the hand held Game Boy Advance, which has similar video capabilities. Some video game critics consider the SNES era "the golden age of video games," citing the many ground breaking games and classics made for the system, whereas others question this romanticism. See video game player for more.



Sega Genesis 3

Sega Genesis 3
Released in 1998
A company by the name of Majesco started to take over manufacturing of systems for Sega in 1998 with their release of the Genesis 3. The system retailed for $29.99 and came packaged with one controller, AV cables, and a power cord. The controller that was featured as a pack in was the new Sega six button controller. The system itself was very tiny, about the size of two controllers for the system. The system lacked the expansion port that the Genesis 1 and Genesis 2 had and thus could not utilized the function of the Sega CD 1 or 2. The Genesis 3 could not utilize the 32X either.

Besides redesigning the Sega Genesis, Majesco also re-released certain games for the system. They came in cardboard boxes with black and white instructions. Majesco had also done some re-releasing for the Sega Game Gear and the Super Nintendo. At the same time they were doing work with the Game Gear, they had plans to re-release the Sega Saturn, but as of yet, nothing has been done. The following games do not work (per Genesis 3 Instruction Manual): Virtua Racing. The Sega Channel Modem also does not work.



Sega Dreamcast

Sega Dreamcast
Released in 1999
The Dreamcast was released on November 27, 1998 in Japan, on September 9, 1999 in the United States (the date 9/9/99 featured heavily in US promotion) and on October 14, 1999 in Europe. The tag line used to promote the console in the US was "It's thinking", and in Europe "Up to 6 Billion Players". (The vagueness of these campaigns and almost total lack of any in game footage has been touted as one of the reasons for the Dreamcast's eventual downfall. Many Americans knew that the Dreamcast was coming, but didn't know what one was.)

The Dreamcast was the first console to include a built-in modem and Internet support for on-line gaming. It enjoyed brisk sales in its first season and was one of Sega's most successful hardware units. In the United States alone, a record 200,000 units had been pre-ordered before launch and Sega sold 500,000 consoles in just two weeks (including 225,000 sold on the first 24 hours which became a video game record until the PlayStation 2 launched a year later). In fact, due to brisk sales and hardware shortages, Sega was unable to fulfill all of the advance orders.



Sony PlayStation PS1

Sony PlayStation PS1
Released in 2000
The first new version was actually a revision in early 1996, produced in response to complaints that PlayStations were overheating. Sony did not change the technical aspects or the cosmetics, but did remove the S-video port left over from the Japanese release.

Sony produced a redesigned version of the original console, called the "PSone", in a smaller (and more ergonomic) case which was introduced in September 2000. The original PlayStation was abbreviated in Japan to "PS" and was often abbreviated as "PSX" by American gamers, as this was Sony's internal code name for the system while it was under development. This led to some confusion in 2003, when Sony introduced a PS2-derived system in Japan actually called the PSX. The PlayStation is now officially abbreviated as the "PS1" or "PSone," although many people still abbreviate it "PS" or "PSX". There were only 2 differences between the "PSone" and the original, the first one being cosmetic change to the console, and the second one was the home menu's Graphical User Interface.



Sony PlayStation 2

Sony PlayStation 2 (SCPH-5000x)
Released in 2000
The PlayStation 2 had a difficult start. Only a few million users had obtained consoles by the end of 2000 due to manufacturing delays. The PlayStation 2 was such a hot item after its release that it was near impossible to find one on retailer shelves, leaving those wanting a PlayStation 2 to either wait or purchase the console on-line at sites such as eBay, where the console was being sold by many people for twice and sometimes five times as much as the manufacturer's listed price.

The PlayStation brand's strength has lead to strong third-party support for the system. Although the launch titles for the PS2 were unimpressive in 2000, the holiday season of 2001 saw the release of several best-selling and critically acclaimed games. Those PS2 titles helped the PS2 maintain and extend its lead in the video game console market, despite increased competition from the launches of the Microsoft Xbox and Nintendo GameCube. In several cases, Sony made exclusivity deals with publishers in order to preempt its competitors.
 

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Video Game Consoles (2001-2006)


Nintendo Game Cube

Nintendo Game Cube
Released in 2001
Unveiled during Spaceworld 2000, the Nintendo GameCube was widely anticipated by many who were shocked by Nintendo's decision to design the Nintendo 64 as a cartridge-based system. Physically shaped similar to a geometric cube, the outside casing of the Nintendo GameCube comes in a variety of colors, such as indigo, platinum, and black (also a limited edition Resident Evil 4 platinum and black game console).

The Nintendo GameCube uses a unique storage medium, the GameCube Optical Disc, a proprietary format based on Matsu****a's optical-disc technology; the discs are approximately 8 centimeters (3 1/8 inches) in diameter (considerably smaller than the 12cm CDs or DVDs used in competitors' consoles), and the discs have a capacity of approximately 1.5 gigabytes. The disc is also read from the outer-most edge going inward, the opposite of a standard DVD. This move was mainly intended to prevent piracy of GCN titles, but like most anti-piracy technology, it was eventually cracked.



Microsoft X-Box

Microsoft X-Box
Released in 2001
The Microsoft Xbox is a sixth generation era video game console first released on November 15, 2001 in North America, then released on February 22, 2002 in Japan, and later on March 14, 2002 in Europe. The Xbox was Microsoft's first independent venture into the video game console arena, after having developed the operating system and development tools for the MSX, and having collaborated with Sega in porting Windows CE to the Sega Dreamcast console. Notable launch titles for the console include Amped, Dead or Alive 3, Halo: Combat Evolved, Oddworld: Munch's Oddysee, and Project Gotham Racing.

In November 2002 Microsoft released the Xbox Live on-line gaming service, allowing subscribers to play on-line Xbox games with (or against) other subscribers all around the world and download new content for their games to the hard drive. This on-line service works exclusively with broadband. 250,000 subscribers had signed on in 2 months since Live was launched. In July 2004, Microsoft announced that Xbox Live reached 1 million subscribers, and announced in July 2005 that Live had reached 2 million.



Sony PlayStation 2

Sony PlayStation 2 (SCPH-70000)
Released in 2004
In September of 2004, in time for the launch of Grand Theft Auto: San Andreas (the best-selling game during the 2004 Holiday season), Sony revealed a new, smaller PS2. In preparation for the launch of a new, slimmer PlayStation 2 model (SCPH-70000), Sony had stopped making the older PS2 model (SCPH-5000x) sometime during the summer of 2004 to let the distribution channel empty out stock of the units. After an apparent manufacturing issue caused some initial slowdown in producing the new unit, Sony reportedly underestimated demand, caused in part by shortages between the time the old units were cleared out and the new units were ready. This led to further shortages, and the issue was compounded in Britain when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PS2s bound for the UK. During one week in November, sales in the entire country of Britain totalled 6,000 units — compared to 70,000 a few weeks prior. Shortages in North America were also extremely severe; one retail chain in the U.S., GameStop, had just 186 PS2 and Xbox units on hand across more than 1700 stores on the day before Christmas.



XaviXPORT

XaviXPORT
Released in 2004
In January at the Consumer Electronics Show 2004 (CES), SSD COMPANY LIMITED debuts their XaviX® technology to the American public. The XaviXPort console was officially released in the US in August of 2004.

XaviXPort is a unique and innovative console that uses peripherals to interact with on screen games. The console contains image recognition and infrared sensors that can detect player movements. These movements are calculated by a proprietary multiprocessor that measures both velocity and angle. The multiprocessor then translates the actions into on screen movement.

Getting players to immerse themselves into games with body movements is not something new. However, this is the first time a console has been dedicated to providing this "Get your butt off the couch" interactive gaming experience. What makes XaviXPort even more unique is that the console’s multiprocessor is not installed inside the system itself. The multiprocessor can be found in each game cartridge.



Microsoft X-Box 360

Microsoft X-Box 360
Released in 2005
The Xbox 360 is Microsoft's newest video game console, the successor to their original Xbox. It was released on November 22, 2005 in North America, December 2 in Europe, and December 10 in Japan. It will be released on February 2, 2006 in Mexico, February 24 in South Korea, and March 2, 2006 in Australia, New Zealand, Hong Kong, Taiwan and Singapore.

The Xbox 360 will compete against the upcoming generation of consoles, including the Sony PlayStation 3 and Nintendo Revolution, and was officially unveiled on MTV on May 12, 2005, a week before the E3 trade show.

Except in Japan the console is sold in two different configurations: the "Xbox 360" and the "Xbox 360 Core System". The Xbox 360 configuration, often referred to as the "Premium Edition", includes a hard drive (required for backwards compatibility with original Xbox games), a wireless controller, a headset, an Ethernet cable, an Xbox Live silver subscription, and a component HD AV cable (which can also be used on non-HD TVs).



Sony PlayStation 3 Sony PlayStation 3
Released in 2006
The PlayStation 3 was released in North America on November 17, 2006. During its first week of release in the United States, PlayStation 3s were being sold on eBay for more than $2300 USD. Reports of violence surrounding the release of the PS3 include a customer shot, campers robbed at gunpoint, customers shot in a drive-by shooting with BB guns, and 60 campers fighting over 10 systems. Two GameStop employees fabricated a robbery to cover up their own theft of several PlayStation 3 and four Xbox 360 consoles.

Sony stated every PlayStation and PlayStation 2 game that observes its respective system's TRC (Technical Requirements Checklist) will be playable on PS3 at launch. SCE president Ken Kutaragi asked developers to adhere to the TRC to facilitate compatibility with future PlayStations, stating that the company was having some difficulty getting backward compatibility with games that had not followed the TRCs. It has been confirmed (image) that initial PS3 units include the CPU/rasterizer combination chip used in slim PS2 (EE+GS) to achieve backward compatibility.



Nintendo Wii

Nintendo Wii
Released in 2006
The console was known by the codename of "Revolution" until April 27, 2006, when it was renamed Wii, spelled with two "i"s to imply an image of players gathering together, as well as to represent the console's controllers. It is said Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii"

The Wii Remote is a one-handed controller that uses a combination of accelerometers and infrared detection to sense its position in 3D space. This allows users to control the game using physical gestures as well as traditional button presses. The controller connects to the console using Bluetooth, and features force feedback, 4KB non-volatile memory and an internal speaker. Perhaps the most important of these devices is the Nunchuk unit, which features an accelerometer and a traditional analog stick with two trigger buttons. In addition, an attachable wrist strap can be used to prevent the player from unintentionally dropping or throwing the device.
 

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The Wikipedia Part

Video games were introduced as a commercial entertainment medium in 1971, becoming the basis for an important entertainment industry in the late 1970s/early 1980s in the United States, Japan, and Europe. After a disastrous collapse of the industry in 1983 and a subsequent rebirth two years later, the video game industry has experienced sustained growth for over two decades to become a $10 billion industry, which rivals the motion picture industry as the most profitable entertainment industry in the world.

A device called the Cathode-Ray Tube Amusement Device was patented in the United States by Thomas T. Goldsmith Jr. and Estle Ray Mann.[1] The patent was filed on January 25, 1947 and issued on December 14, 1948. It described using eight vacuum tubes to simulate a missile firing at a target and contains knobs to adjust the curve and speed of the missile. Because computer graphics could not be drawn electronically at the time, small targets were drawn on a simple overlay and placed on the screen.
Tennis for Two
Tennis for Two

In February 1951, Christopher Strachey tried to run a draughts programme he has written for the NPL Pilot ACE. The program exceeds the memory capacity of the machine and by October Strachey has recoded his program for the machine at Manchester which has a larger memory capacity.

OXO, a graphical version of tic-tac-toe, was created by A.S. Douglas in 1952 at the University of Cambridge, in order to demonstrate his thesis on human-computer interaction. It was developed on the EDSAC computer, which uses a cathode ray tube displaying memory contents as a visual display. The player competes against the computer (which incorporates basic Artificial Intelligence) using a rotary dial.

In 1958 William Higinbotham created a game using an oscilloscope and analog computer.[2] Aptly titled Tennis for Two, it was used to entertain visitors of the Brookhaven National Laboratory in New York.[3] Tennis for Two showed a simplified tennis court from the side, featuring a gravity-controlled ball that needed to be played over the "net", unlike its successors. The game was played with two box-shaped controllers, both equipped with a knob for trajectory and a button for hitting the ball.[2] Tennis for Two was exhibited for two seasons before its dismantlement in 1959.
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The 1960s

The majority of early computer games ran on university mainframe computers in the United States and were developed by individuals as a hobby. The limited accessibility of early computer hardware meant that these games were small in number and forgotten by posterity.

In 1961, a group of students at MIT, including Steve Russell, programmed a game titled Spacewar! on the DEC PDP-1, a new computer at the time. The game pitted two human players against each other, each controlling a spacecraft capable of firing missiles, while a black hole in the center of the screen created a large hazard for the crafts. The game was eventually distributed with new DEC computers and traded throughout the then-primitive internet. Spacewar! is credited as the first widely available and influential computer game.

In 1969, AT&T computer programmer Ken Thompson wrote a game called Space Travel for the MULTICS operating system. This game simulated various bodies of the solar system and their movements and the player could attempt to land a spacecraft on them. AT&T pulled out of the MULTICS project, and Thompson ported the game to FORTRAN code running on the GECOS operating system of the General Electric GE 635 mainframe computer. Runs on this system cost about $75 per hour, and Thompson cast about for a smaller, less expensive computer to use. He found an underused PDP-7, and he and Dennis Ritchie started porting the game to PDP-7 assembly language. In the process of learning to develop software for the machine, the development process of the UNIX operating system began, and Space Travel has been called the first UNIX application.
In 1966, Ralph Baer created a simple video game named Chase that displayed on a standard television set, the first to do so. With the assistance of Baer, Bill Harrison created the light gun and developed several video games with Bill Rusch in 1967. Ralph Baer continued development, and in 1968 a prototype was completed that could run several different games such as table tennis and target shooting.
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Circa 1970

At this time, computer and video game development split to many areas, such as arcade machines, university computers, handhelds, and home computers.

Golden age of arcade games

In September of 1971, the Galaxy Game was installed at a student union at Stanford University. Based on Spacewar!, this was the first coin-operated video game. Only one was built, using a DEC PDP-11/20 and vector display terminals. In 1972 it was expanded to be able to handle four to eight consoles.

Also in 1971, Nolan Bushnell and Ted Dabney created a coin-operated arcade version of Spacewar! and called it Computer Space. Nutting Associates bought the game and manufactured 1,500 Computer Space machines, with the release taking place in November of 1971. The game was unsuccessful due to its difficulty, but was a landmark, being the first mass-produced video game and the first offered for commercial sale.

Bushnell and Dabney felt they did not receive enough earnings by licensing Computer Space to Nutting Associates. Atari was founded in 1972. The first arcade video game with widespread success was Atari's PONG, released the same year. The game is loosely based on table tennis: a ball is "served" from the center of the court and as the ball moves towards their side of the court each player must maneuver their bat to hit the ball back to their opponent. Atari sold 19,000 PONG machines, creating many imitators.

The arcade game industry entered its Golden Age in 1978 with the release of Space Invaders by Taito, a success that inspired dozens of manufacturers to enter the market. In the same year, Atari released Asteroids. Color arcade games became more popular in 1979 and 1980 with the arrival of titles such as Pac-Man. The Golden Age saw a prevalence of arcade machines in malls, traditional storefronts, restaurants and convenience stores.
 
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University mainframe computers

University mainframe game development blossomed in the early 1970s. There is little record of all but the most popular games, as they were not marketed, or regarded as a serious endeavor. The people, generally students, writing these games often were doing so illicitly, making questionable use of very expensive computing resources, and thus were not anxious to let very many people know what they were doing. There were, however, at least two notable distribution paths for the student game designers of this time.

PLATO was an educational computing environment designed at the University of Illinois and which ran on mainframes made by Control Data Corporation. Games were often exchanged between different PLATO systems.

DECUS was the user group for computers made by Digital Equipment Corporation (DEC), and distributed programs, including games, that would run on the various types of DEC computers.

A number of noteworthy games were also written for Hewlett Packard minicomputers such as the HP2000.

Highlights of this period, in approximate chronological order, include:

* 1971: Don Daglow wrote the first computer baseball game on a DEC PDP-10 mainframe at Pomona College. Players could manage individual games or simulate an entire season. Daglow went on to team with programmer Eddie Dombrower to design Earl Weaver Baseball, published by Electronic Arts in 1987.
* 1971: Star Trek was created, probably by Mike Mayfield on a Sigma 7 minicomputer at MIT. This is the best-known and most widely played of the 1970s Star Trek titles, and was played on a series of small "maps" of galactic sectors printed on paper or on the screen. It was the first major game to be ported across hardware platforms by students. Daglow also wrote a popular Star Trek game for the PDP-10 during 1971–1972, which presented the action as a script spoken by the TV program's characters. A number of other Star Trek themed games were also available via PLATO and DECUS throughout the decade.
* 1972: Gregory Yob wrote Hunt the Wumpus for the PDP-10, a hide-and-seek game, though it could be considered the first text adventure. Yob wrote it in reaction to existing hide-and-seek games such as Hurkle, Mugwump (game), and Snark.
* 1974: Both Maze War (on the Imlac PDS-1 at the NASA Ames Research Center in California) and Spasim (on PLATO) appeared, pioneering examples of early multi-player 3D first person shooters.
* 1974: Brad Fortner and others developed Airfight as an educational flight simulator. To make it more interesting, all players shared an airspace flying their choice of military jets, loaded as desired with weapons, fuel and the desire to shoot down other players. Despite mediocre graphics and slow screen refresh, it became a popular game on the Plato system. Airfight was the inspiration for what became the Microsoft Flight Simulator.
* 1975: Will Crowther wrote the first text adventure game as we would recognize it today, Adventure (originally called ADVENT, and later Colossal Cave). It was programmed in Fortran for the PDP-10. The player controls the game through simple sentence-like text commands and receives descriptive text as output. The game was later re-created by students on PLATO, so it is one of the few titles that became part of both the PLATO and PDP-10 traditions.
* 1975: Before the mid-1970s games typically communicated to the player on paper, using teletype machines or a line printer, at speeds ranging from 10 to 30 characters per second with a rat-a-tat-tat sound as a metal ball or belt with characters was pressed against the paper through an inked ribbon by a hammer. By 1975, many universities had discarded these terminals for CRT screens, which could display thirty lines of text in a few seconds instead of the minute or more that printing on paper required. This led to the development of a series of games that drew "graphics" on the screen.
* 1975: Daglow, then a student at Claremont Graduate University, wrote the first Computer role playing game on PDP-10 mainframes, Dungeon. The game was an unlicensed implementation of the new role playing game Dungeons & Dragons. Although displayed in text, it was the first game to use line of sight graphics, top-down dungeon maps that showed the areas that the party had seen or could see, allowing for light or darkness, the different vision of elves and dwarves, etc.
* 1975: At about the same time the RPG dnd, also based on Dungeons and Dragons first appeared on PLATO system CDC computers. For players in these schools dnd, not Dungeon, was the first computer role-playing game.
* 1977: Kelton Flinn and John Taylor create the first version of Air, a text air combat game that foreshadowed their later work creating the first-ever graphical online multi-player game, Air Warrior. They would found the first successful online game company, Kesmai, now part of Electronic Arts. As Flinn has said: "If Air Warrior was a primate swinging in the trees, AIR was the text-based amoeba crawling on the ocean floor. But it was quasi-real time, multi-player, and attempted to render 3-D on the terminal using ASCII graphics. It was an acquired taste."
* 1977: The writing of the original Zork was started by Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels. Unlike Crowther, Daglow and Yob, the Zork team recognized the potential to move these games to the new personal computers, and they founded text adventure publisher Infocom in 1979. The company was later sold to Activision. In a classic case of "connections", Lebling was a member of the same D&D group as Will Crowther, but not at the same time. Lebling has been quoted as saying "I think I actually replaced him when he dropped out. Zork was 'derived' from Advent in that we played Advent … and tried to do a 'better' one. There was no code borrowed … and we didn’t meet either Crowther or Woods until much later."
* 1980: Michael Toy, Glenn Wichman and Ken Arnold released Rogue on BSD Unix after two years of work, inspiring many roguelike games ever since. Like Dungeon on the PDP-10 and dnd on PLATO, Rogue displayed dungeon maps using text characters. Unlike those games, however, the dungeon was randomly generated for each play session, so the path to treasure and the enemies who protected it were different for each game. As the Zork team had done, Rogue was adapted for home computers and became a commercial product.
 

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Home computers

While the fruit of development in early video games appeared mainly (for the consumer) in video arcades and home consoles, the rapidly evolving home computers of the 1970s and 80s allowed their owners to program simple games. Hobbyist groups for the new computers soon formed and game software followed.
The Tandy TRS-80, the first Tandy computer and one of the machines responsible for the personal computer revolution.
The Tandy TRS-80, the first Tandy computer and one of the machines responsible for the personal computer revolution.

Soon many of these games (at first clones of mainframe classics such as Star Trek, and then later clones of popular arcade games) were being distributed through a variety of channels, such as printing the game’s source code in books (such as David Ahl’s Basic Computer Games), magazines (Creative Computing), and newsletters, which allowed users to type in the code for themselves. Early game designers like Crowther, Daglow and Yob would find the computer code for their games—which they had never thought to copyright—published in books and magazines, with their names removed from the listing. Early home computers from Apple, Commodore, Tandy and others had many games that people typed in.

Another distribution channel was the physical mailing and selling of floppy disks, cassette tapes and ROM cartridges. Soon a small cottage industry was formed, with amateur programmers selling disks in plastic bags put on the shelves of local shops, or sent through the mail. Richard Garriott distributed several copies of his 1980 computer role-playing game Akalabeth in plastic bags before the game was published.

Video game crash of 1977

In 1977, manufacturers of older obsolete consoles and pong clones sold their systems at a loss to clear stock, creating a glut in the market and causing Fairchild and RCA to abandon their game consoles. Only Atari and Magnavox stayed in the home console market.

Second generation (1977–1983)


In the earliest consoles, the computer code for one or more games was hardcoded into microchips using discrete logic, and no additional games could ever be added. By the mid-1970s video games were found on cartridges. Programs were burned onto ROM chips that were mounted inside plastic cartridge casings that could be plugged into slots on the console. When the cartridges were plugged in, the general-purpose microprocessors in the consoles read the cartridge memory and ran whatever program was stored there. Rather than being confined to a small selection of games included in the box, consumers could now amass libraries of game cartridges.

Three machines dominated the second generation of consoles in North America, far outselling their nearest rivals:

* In 1977, Atari released its cartridge-based console called the Video Computer System (VCS), later called Atari 2600. Nine games were designed and released for the holiday season. It would quickly become by far the most popular of all the early consoles.

* Intellivision, introduced by Mattel in 1980. Though chronologically part of what is called the "8-bit era", the Intellivision had a unique processor with instructions that were 10 bits wide (allowing more instruction variety and potential speed), and registers 16 bits wide. The system, which featured graphics superior to the older Atari 2600, rocketed to popularity.

* ColecoVision, an even more powerful machine, appeared in 1982. Its sales also took off, but the presence of three major consoles in the marketplace and a glut of poor quality games began to overcrowd retail shelves and erode consumers' interest in video games. Within a year this overcrowded market would crash.

In 1979, Activision was created by disgruntled former Atari programmers. It was the first third-party developer of video games. Many new developers would follow their lead in succeeding years.
 

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1980s

In the early 1980s, the computer gaming industry experienced its first major growing pains. Publishing houses appeared, with many honest businesses (and in rare cases such as Electronic Arts, successfully surviving to this day) alongside fly-by-night operations that cheated the games' developers. While some early 80s games were simple clones of existing arcade titles, the relatively low publishing costs for personal computer games allowed for many bold, unique games, a legacy that continues to this day. The primary gaming computers of the 1980s emerged in 1982: the Commodore 64, Apple II (although the Apple II started in 1977) and ZX Spectrum. The ZX Spectrum was mostly used and known only in the UK, whilst the USA had the Apple II, Commodore 64, and Atari 800. Over the run of 15 years, the Apple II had a total of almost 20,000 programs, making it the 8-bit computer with the most software overall.

The Golden Age of Arcade Games reached its full steam in the 1980s, with many technically innovative and genre-defining games in the first few years of the decade. Defender (1980) established the scrolling shooter and was the first to have events taking place outside the player’s view, displayed by a radar view showing a map of the whole playfield. Battlezone (1980) used wireframe vector graphics to create the first true three-dimensional game world. 3D Monster Maze (1981) was the first 3D game for a home computer, while Dungeons of Daggorath (1982) added various weapons and monsters, sophisticated sound effects, and a "heartbeat" health monitor. Pole Position (1982) used sprite-based, pseudo-3D graphics when it pioneered the "rear-view racer format" where the player’s view is behind and above the vehicle, looking forward along the road with the horizon in sight. The style would remain in wide use even after true 3D graphics became standard for racing games. Pac-Man (1979) was the first game to achieve widespread popularity in mainstream culture and the first game character to be popular in his own right. Dragon's Lair (1983) was the first laserdisc game, and introduced full-motion video to video games.

With Adventure establishing the genre, the release of Zork in 1980 further popularized text adventure games in home computers and established developer Infocom’s dominance in the field. As these early computers often lacked graphical capabilities, text adventures proved successful. When affordable computers started catching up to and surpassing the graphics of consoles in the late 1980s, the games' popularity waned in favor of graphic adventures and other genres. The text adventure would eventually be known as interactive fiction and a small dedicated following has kept the genre going, with new releases being nearly all free.

Also published in 1980 was Roberta Williams' Mystery House, for the Apple II. It was the first graphic adventure on home computers. Graphics consisted entirely of static monochrome drawings, and the interface still used the typed commands of text adventures. It proved very popular at the time, and she and husband Ken went on to found Sierra On-Line, a major producer of adventure games. Mystery House remains largely forgotten today.

In August 1982, the Commodore 64 was released to the public. It found initial success because it was marketed and priced aggressively. It had a BASIC programming environment and advanced graphic and sound capabilities for its time, similar to the ColecoVision console. It also utilized the same port popularized by the Atari 2600, allowing gamers to use their old joysticks with the system. It would become the most popular home computer of its day in the USA and many other countries and the best-selling single computer model of all time internationally.

At around the same time, the ZX Spectrum was released in the United Kingdom and quickly became the most popular home computer in many areas of Western Europe, and later the Eastern bloc due to the ease with which clones could be produced.

SuperSet Software created Snipes, a text-mode networked computer game in 1983 to test a new IBM PC based computer network and demonstrate its capabilities. Snipes is officially credited as being the original inspiration for Novell NetWare. It is believed to be the first network game ever written for a commercial personal computer and is recognized alongside 1974’s Maze War (a networked multiplayer maze game for several research machines) and Spasim (a 3D multiplayer space simulation for time shared mainframes) as the precursor to multiplayer games such as Doom and Quake.

The true modern adventure game would be born with the Sierra King's Quest series in 1984. It featured color graphics and a third person perspective. An on-screen player-controlled character could be moved behind and in front of objects on a 2D background drawn in perspective, creating the illusion of pseudo-3D space. Commands were still entered via text. Lucasarts would do away with this last vestige feature of text adventures when its 1987 adventure Maniac Mansion built with its SCUMM system allowed a point-and-click interface. Sierra and other game companies quickly followed with their own mouse-driven games. For more on the history of adventures games, see Adventure games, history of

With Elite in 1984, David Braben and Ian Bell ushered in the age of modern style 3d graphics in the home, bringing a convincing vector world with full 6 degree freedom of movement and thousands of visitable planetary systems into the living room. Initially only available for the BBC Micro and Acorn Electron, the success of this title caused it eventually to be ported to all popular formats, including the Commodore 64, ZX Spectrum, Commodore Amiga, Atari ST and even the Nintendo Entertainment System, although this version only received a European release.

The IBM PC compatible computer became a technically competitive gaming platform with IBM’s PC/AT in 1984. The new 16-color EGA display standard allowed its graphics to approach the quality seen in popular home computers like the Commodore 64. The primitive 4-color CGA graphics of previous models had limited the PC’s appeal to the business segment, since its graphics failed to compete with the C64 or Apple II. The sound capabilities of the AT, however, were still limited to the PC speaker, which was substandard compared to the built-in sound chips used in many home computers. Also, the relatively high cost of the PC compatible systems severely limited their popularity in gaming.

The Apple Macintosh also arrived at this time. It lacked the color capabilities of the earlier Apple II, instead preferring a much higher pixel resolution, but the operating system support for the GUI attracted developers of some interesting games (e.g. Lode Runner) even before color returned in 1987 with the Mac II.

In computer gaming, the later 1980s are primarily the story of the United Kingdom’s rise to prominence. The market in the UK was primely positioned for this task: personal computer users were offered a smooth scale of power versus price, from the ZX Spectrum up to the Amiga, developers and publishers were in close enough proximity to offer each other support, and the NES made much less of an impact than it did in the United States, being outsold by the Master System.

The arrival of the Atari ST and Commodore Amiga in 1985 was the beginning of a new era of 16-bit machines. For many users they were too expensive until later on in the decade, at which point advances in the IBM PC’s open platform had caused the IBM PC compatibles to become comparably powerful at a lower cost than their competitors. The VGA standard developed for IBM’s new PS/2 line in 1987 gave the PC the potential for 256-color graphics. This was a big jump ahead of most 8-bit home computers but still lagging behind platforms with built-in sound and graphics hardware like the Amiga, causing an odd trend around '89-91 towards developing to a seemingly inferior machine. Thus while both the ST and Amiga were host to many technically excellent games, their time of prominence proved to be shorter than that of the 8-bit machines, which saw new ports well into the 80s and even the 90s.

Dedicated sound cards started to address the issue of poor sound capabilities in IBM PC compatibles in the late 1980s. AdLib set an early de facto standard for sound cards in 1987, with its card based on the Yamaha YM3812 sound chip. This would last until the introduction of Creative Labs' Sound Blaster in 1989, which took the chip and added new features while remaining compatible with AdLib cards, and creating a new de facto standard. However, many games would still support these and rarer things like the Roland MT-32 and Disney Sound Source into the early 90s. The initial high cost of sound cards meant they would not find widespread use until the 1990s.

Shareware gaming first appeared in the late 1980s, but its big successes came in the 1990s.
 

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Early online gaming

Dialup bulletin board systems were popular in the 1980s, and sometimes used for online game playing. The earliest such systems, in the late 1970s and early 1980s, had a crude plain-text interface, but later systems made use of terminal-control codes (the so-called ANSI art, which included the use of IBM-PC-specific characters not actually part of an ANSI standard) to get a pseudo-graphical interface. Some BBSes offered access to various games which were playable through such an interface, ranging from text adventures to gambling games like blackjack (generally played for "points" rather than real money). On multiuser BBSs (where more than one person could be online at once), there were sometimes games allowing the different users to interact with one another; some such games of the fantasy role-playing variety were known as MUDs, for "multi-user dungeons". These games eventually evolved into what are known today as MMORPG.

Commercial online services also arose during this decade, starting with a plain-text interface similar to BBSs (but operated on large mainframe computers permitting larger numbers of users to be online at once), and moving by the end of the decade to fully-graphical environments using software specific to each personal computer platform. Popular text-based services included CompuServe, The Source, and GEnie, while platform-specific graphical services included Quantum Link for the Commodore 64, AppleLink for the Apple II and Macintosh, and PC Link for the IBM PC, all of which were run by the company which eventually became America Online; and a competing service, Prodigy. Interactive games were a feature of these services, though until 1987 they used text-based displays, not graphics.

Handheld LCD games

Nintendo’s Game & Watch line began in 1980. The success of these LCD handhelds spurred dozens of other game and toy companies to make their own portable games, many being copies of Game & Watch titles or adaptations of popular arcade games. Improving LCD technology meant the new handhelds could be more reliable and consume less batteries than LED or VFD games, most only needing watch batteries. They could also be made much smaller than most LED handhelds, even small enough to wear on one’s wrist like a watch. Tiger Electronics borrowed this concept of videogaming with cheap, affordable handhelds and still produces games in this model to the present day.

Video game crash of 1983

At the end of 1983, the industry experienced losses more severe than the 1977 crash. This was the "crash" of the video game industry, as well as the bankruptcy of several companies that produced North American home computers and video game consoles from late 1983 to early 1984. It brought an end to what is considered to be the second generation of console video gaming. Causes of the crash include the production of poorly conceived games such as E.T. the Extra-Terrestrial and Pac-Man for the Atari 2600. It was discovered that more Pac-Man cartridges were manufactured than there were systems made. In addition, so many E.T. the Extra-Terrestrial cartridges were left unsold that Atari supposedly buried thousands of cartridges in a landfill in New Mexico.


Third generation (1985–1989)

In 1984, the computer gaming market took over from the console market following the crash of that year; computers offered equal gaming ability and since their simple design allowed games to take complete command of the hardware after power-on, they were nearly as simple to start playing with as consoles.
In 1985, the North American video game console market was revived with Nintendo’s release of its 8-bit console, the Famicom, known outside Asia as Nintendo Entertainment System (NES). It was bundled with Super Mario Bros. and instantly became a success. The NES dominated the North American market until the rise of the next generation of consoles in the early 1990s. Other markets were not as heavily dominated, allowing other consoles to find an audience like the PC Engine in Japan and the Sega Master System in Europe, Australia and Brazil (though it was sold in North America as well).

In the new consoles, the gamepad took over joysticks, paddles, and keypads as the default game controller included with the system. The gamepad design of an 8 direction Directional-pad (or D-pad for short) with 2 or more action buttons became the standard.

The Dragon Quest series made its debut in 1986 with Dragon Quest, and has created a phenomenon in Japanese culture ever since. Also at this time, the Japanese company SquareSoft was struggling and Hironobu Sakaguchi decided to make their final game, titled Final Fantasy (1987), a role-playing game (RPG) modeled after Dragon Quest, and the Final Fantasy series was born as a result. Final Fantasy saved Squaresoft from bankruptcy, and would later go on to become the most successful RPG franchise. At around the same time, the Legend of Zelda series made its debut on the NES with The Legend of Zelda (1986). Hideo Kojima’s Metal Gear series also made its debut with the release of Metal Gear (1987) on the MSX2 computer, giving birth to the stealth-based game genre. Metal Gear was ported to the NES shortly after. In 1989, Capcom released Sweet Home (1989) on the NES, which served as a precursor to the survival horror genre.

In 1988, Nintendo published their first issue of Nintendo Power magazine, becoming what could be considered the first newsletter dedicated to video games, inspiring such magazines as Game Informer and PlayStation Magazine.
 

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1990s

If the 1980s were about the rise of the industry, the 1990s were about its maturing into a Hollywood-esque landscape of ever-increasing budgets and increasingly consolidated publishers, with the losers slowly being crushed or absorbed. As this happens, the wide variety of games that existed in the 1980s appears to fade away, with the larger corporations desiring to maximize profitability and lower risk.

With the increasing computing power and decreasing cost of processors as the Intel 80386, Intel 80486, and the Motorola 68030, the 1990s saw the rise of 3D graphics, as well as "multimedia" capabilities through sound cards and CD-ROMs. Early 3D games began with flat-shaded graphics (Elite, Starglider 2 or Alpha Waves[6] ), and then simplified forms of texture mapping (Wolfenstein 3D).

In the early 1990s, shareware distribution was a popular method of publishing games for smaller developers, including then-fledgling companies such as Apogee (now 3D Realms), Epic Megagames (now Epic Games), and id Software. It gave consumers the chance to try a trial portion of the game, usually restricted to the game’s complete first section or "episode", before purchasing the rest of the adventure. Racks of games on single 5 1/4" and later 3.5" floppy disks were common in many stores, often only costing a few dollars each. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. As the increasing size of games in the mid-90s made them impractical to fit on floppies, and retail publishers and developers began to earnestly mimic the practice, shareware games were replaced by shorter demos (often only one or two levels), distributed free on CDs with gaming magazines and over the Internet.

1992 saw the release of real-time strategy (RTS) game Dune II. It was by no means the first in the genre (several other games can be called the very first RTS, see the History of RTS), but it set the standard game mechanics for later blockbuster RTS games such as Warcraft: Orcs & Humans, Command & Conquer, and StarCraft. The RTS is characterized by an overhead view, a "mini-map", and the control of both the economic and military aspects of an army. The rivalry between the two styles of RTS play—Warcraft style, which used GUIs accessed once a building was selected, and C&C style, which allowed construction of any unit from within a permanently visible menu—continued into the start of the next millennium.

Alone in the Dark (1992) planted the seeds of what would become known as the survival horror genre. It established the formula that would later flourish on CD-ROM based consoles, with games such as Resident Evil and Silent Hill.

Adventure games continued to evolve, with Sierra’s King's Quest series, and LucasFilms'/LucasArts' Monkey Island series bringing graphical interaction and the creation of the concept of "point-and-click" gaming. Myst and its sequels inspired a new style of puzzle-based adventure games. Published in 1993, Myst itself was one of the first computer games to make full use of the new high-capacity CD-ROM storage format. Despite Myst’s mainstream success, the increased popularity of action-based and real-time games led adventure games and simulation games, both mainstays of computer games in earlier decades, to begin to fade into obscurity.

It was in the 1990s that Maxis began publishing its successful line of "Sim" games, beginning with SimCity, and continuing with a variety of titles, such as SimEarth, SimCity 2000, SimAnt, SimTower, and the wildly popular day to day life simulator, The Sims in 2000.

In 1996, 3dfx released the Voodoo chipset, leading to the first affordable 3D accelerator cards for personal computers. These devoted 3D rendering daughter cards performed a portion of the computations required for more-detailed three-dimensional graphics (mainly texture filtering), allowing for more-detailed graphics than would be possible if the CPU were required to handle both game logic and all the graphical tasks. First-person shooter games (notably Quake) were among the first to take advantage of this new technology. While other games would also make use of it, the FPS would become the chief driving force behind the development of new 3D hardware, as well as the yardstick by which its performance would be measured, usually quantified as the number of frames per second rendered for a particular scene in a particular game.

Several other, less-mainstream, genres were created in this decade. Looking Glass Studios' Thief and its sequel were the first to coin the term "first person sneaker", although it is questionable whether they are the first "first person stealth" games. Turn-based strategy progressed further, with the Heroes of Might and Magic (HOMM) series (from 3DO) luring many main-stream gamers into this complex genre.

The 90s also saw the beginnings of Internet gaming, with MUDs (Multi-User Dungeons) in the early years. Id Software’s 1996 game Quake pioneered play over the Internet in first-person shooters. Internet multiplayer capability became a de facto requirement in almost all FPS games. Other genres also began to offer online play, including RTS games like Microsoft’s Age of Empires, Blizzard’s Warcraft and StarCraft series, and turn-based games such as Heroes of Might and Magic. MMORPGs (Massively Multiplayer Online Roleplaying Games), such as Ultima Online and EverQuest freed users from the limited number of simultaneous players in other games and brought the MUD concept of persistent worlds to graphical multiplayer games. Developments in web browser plugins like Java and Macromedia Flash allowed for simple browser-based games. These are small single player or multiplayer games that can be quickly downloaded and played from within a web browser without installation. Their most popular use is for puzzle games, classic arcade games, and multiplayer card and board games.

Few new genres have been created since the advent of the FPS and RTS, with the possible exception of the third-person shooter. Games such as Grand Theft Auto III, Splinter Cell, Enter The Matrix, and Hitman all use a third-person camera perspective, but are otherwise very similar to their first-person counterparts.

Decline of arcades
With the advent of 16-bit and 32-bit consoles, home video games began to approach the level of graphics seen in arcade games. An increasing number of players would wait for popular arcade games to be ported to consoles rather than going out. Arcades had a last "hurrah" in the early 1990s with Street Fighter II and the one-on-one fighting game genre. As patronage of arcades declined, many were forced to close down. Classic coin-operated games have largely become the province of dedicated hobbyists.

The gap left by the old corner arcades was partly filled by large amusement centers dedicated to providing clean, safe environments and expensive game control systems not available to home users. These are usually based on sports like skiing or cycling, as well as rhythm games like Dance Dance Revolution, which have carved out a large slice of the market. Dave & Buster's and GameWorks are two large chains in the United States with this type of environment. Aimed at adults, they feature full service restaurants with full liquor bars and have a wide variety of video game and hands on electronic gaming options. Chuck E. Cheese is a similar type of establishment focused towards children.
 

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Handhelds come of age

In 1989, Nintendo released the Game Boy, the first handheld console since the ill-fated Microvision ten years before. The design team headed by Gunpei Yokoi had also been responsible for the Game & Watch systems. Included with the system was Tetris, a popular puzzle game. Several rival handhelds also made their debut around that time, including the Sega Game Gear and Atari Lynx (the first handheld with color LCD display). Although most other systems were more technologically advanced, they were hampered by higher battery consumption and less third-party developer support. While some of the other systems remained in production until the mid-90s, the Game Boy remained at the top spot in sales throughout its lifespan.

Fourth generation (1989–1996)
The Sega Mega Drive (known in North America as the Sega Genesis) proved its worth early on after its debut in 1989. Nintendo responded with its own next generation system known as the Super NES in 1991. The TurboGrafx-16 debuted early on alongside the Genesis, but did not achieve a large following in the U.S. due to a limited library of games and excessive distribution restrictions imposed by Hudson.
The intense competition of this time was also a period of not entirely truthful marketing. The TurboGrafx-16 was billed as the first 16-bit system but its central processor was an 8-bit HuC6280, with only its HuC6260 graphics processor being a true 16-bit chip. Additionally, the much earlier Mattel Intellivision contained a 16-bit processor. Sega, too, was known to stretch the truth in its marketing approach; they used the term Blast Processing to describe the simple fact that their console's CPU ran at a higher clock speed than that of the SNES (7.67 MHz vs 3.58 MHz).

In Japan, the 1987 success of the PC Engine (as the TurboGrafx-16 was known there) against the Famicom and CD drive peripheral allowed it to fend off the Mega Drive (Genesis) in 1988, which never really caught on to the same degree as outside Japan. The PC Engine eventually lost out to the Super Famicom, but retained enough of a user base to support new games well into the late 1990s.

CD-ROM drives were first seen in this generation, as add-ons for the PC Engine in 1988 and the Mega Drive in 1991. Basic 3D graphics entered the mainstream with flat-shaded polygons enabled by additional processors in game cartridges like Virtua Racing and Star Fox.

SNK's Neo-Geo was the most expensive console by a wide margin when it was released in 1990, and would remain so for years. It was also capable of 2D graphics in a quality level years ahead of other consoles. The reason for this was that it contained the same hardware that was found in SNK's arcade games. This was the first time since the home Pong machines that a true-to-the-arcade experience could be had at home.
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Fifth generation (1994–1999)

In November 1993, Atari released the Atari Jaguar, a 64-bit gaming system which hadn't had much success because the players knew Sony and Sega would capture the market. One year later, in 1994–1995, Sega released the Sega Saturn and Sony made its debut to the video gaming scene with the PlayStation. Both consoles used 32-bit technology; the door was open for 3D games, though the Sega Saturn launch in the US started with a controversial advert launch which saw a PlayStation console being thrown out of a window of a tower block in an attempt to convince viewers that the Sega Saturn was much better than the PlayStation. Sony's PlayStation would become the world's most successful console in the 32/64-bit era, with only the PlayStation 2 topping this accolade at the beginning of the 21st century.

After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996. The flagship title, Super Mario 64, became a defining title for 3D platformer games.

PaRappa the Rapper popularized rhythm, or music video games in Japan with its 1996 debut on the PlayStation. Subsequent music and dance games like beatmania and Dance Dance Revolution became ubiquitous attractions in Japanese arcades. While Parappa, DDR, and other games found a cult following when brought to North America, music games would not gain a wide audience in the market until the next decade.

Other milestone games of the era include Rare's Nintendo 64 title GoldenEye 007 (1997), which was critically acclaimed for bringing innovation as being the first major first-person shooter that was exclusive to a console, and for pioneering certain features that became staples of the genre, such as scopes, headshots, and objective-based missions.[citation needed] The Legend of Zelda: Ocarina of Time (1998), Nintendo's 3D debut for the The Legend of Zelda adventure game series, is often regarded as one of, if not almost "the" greatest game of all time by various critics, and featured innovations that would influence similar gaming for years to come.

Nintendo's choice to use cartridges instead of CD-ROMs for the Nintendo 64, unique among the consoles of this period, proved to have negative consequences. In particular, SquareSoft, which had released all previous games in its Final Fantasy series for Nintendo consoles, now turned to the PlayStation; Final Fantasy VII (1997) was a huge success, establishing the popularity of role-playing games in the west and making the PlayStation the primary console for the genre.

By the end of this period, Sony had become a leader in the video game market. The Saturn was successful in Japan but a failure in North America, leaving Sega outside of the main competition.
 
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2000s

The most recent decade has shown innovation on both consoles and PCs, and an increasingly competitive market for portable (handheld) game systems.

The phenomena of user-created modifications (or "mods") for games was one trend that began around the turn of the millennium. The most famous example is that of Counter-Strike; released in 1999, it is still the most popular online first-person shooter of all time, even though it was created as a mod for a separate game called Half-Life by two completely independent programmers. Eventually, game designers realized the potential of mods and custom content in general to enhance the value of their games, and so began to encourage its creation. Some examples of this include Unreal Tournament, which allowed players to import 3dsmax scenes to use as character models, and Maxis' The Sims, for which players could create custom objects.


Sixth generation (1998–2006)
1998

* Sega released the Dreamcast.
* Dance Dance Revolution was released in Japan.
* Nintendo released the Game Boy Color.

2000

* Sony released the PlayStation 2.
* The Sims was released. It was an instant hit and became the best-selling computer game of all time, surpassing Myst.[7]

2001

* Nintendo released the Nintendo GameCube and the successor to the Game Boy Color, the Game Boy Advance.
* Microsoft entered the videogame console industry by releasing its home console, Xbox. Its flagship game, Halo: Combat Evolved, is also available at the system's launch.
* Sega announced they would no longer manufacture hardware and discontinue the Dreamcast. However, from that time through 2006, the DC saw continued publication of hardcore games like arcade shooters, graphic adventures, and homebrew software.
* Grand Theft Auto III is released. In the Australian market, it was banned due to breaches of Office of Film and Literature Classification guidelines and pulled off shelves. It was later re-released with modified code.

2002

* Sega became a third-party developer and publisher for all other current machines and the PC.
2003

* Infogrames, owner of the Atari intellectual properties, changed its name to Atari.
* Nintendo released the improved Game Boy Advance SP in March.
* Nokia entered the handheld market with its N-Gage game-phone hybrid on October 7.
* PS2 Linux Kit is launched.

2004

* Halo 2 was released in November, becoming the largest entertainment release at the time. Within 5 days of release, Halo 2 becomes the best-selling Xbox game.[citation needed]
* Half-Life 2 was released in mid-November, and goes on to become one of the most critically acclaimed games of all time, with almost universal praise.[citation needed]

2005

* Guitar Hero is released, with great reviews.

Seventh generation (2004–Present )

2004

* Nokia releases a re-tooled N-Gage, the N-Gage QD.
* Nintendo released the Nintendo DS on November 21.
* Sony released the PlayStation Portable on December 12.

2005

* Nintendo reveals early details of their next-generation video game console, the Wii (then codenamed "Nintendo Revolution") during E3. At TGS Nintendo reveals their "revolutionary" controller. It includes tilt, position and movement sensors, and is one-handed (though an attachment can occupy the other hand for some games.)
* The Hot Coffee Mod is released for the PC version of Grand Theft Auto: San Andreas which enables a previously disabled "sex minigame." Hacks to enable this previously unavailable content on other platforms are quickly created by the users. The game's rating is raised to AO in the US, which removes it from virtually all mainstream stores. Rockstar Games re-releases the game without the hidden content, bringing it back to an M rating—as well as a patch to remove the minigame from existing PC versions.
* Sony demonstrates the PlayStation 3 during a pre-E3 press conference. Anticipation for the console's release grows steadily. It is announced that it will have an MSRP of either US$500 or US$600, depending on included features.
* Nintendo redesigns the Game Boy Advance again with the Game Boy Micro on October 2.
* In November, Nokia announces the N-Gage will be discontinued until at least 2007.[verification needed]
* Microsoft releases their second video game console, the Xbox 360 on November 22. It is well received in America,[clarify] with resold units going for much higher than MSRP on the secondary market but suffered in the Japanese market, with many retailers having to go to extreme measures just to get them off the shelves.[8] Although widely regarded as a superb console, stock shortages as well as system instability or poorly manufactured systems have marred this otherwise-successful launch.
* The video game Spore is shown at the GDC, and is received well, due to its procedural generation and massively single-player style.

2006
* The Nintendo DS Lite, a redesign of the Nintendo DS is announced on January 26, with a release set for March 2.
* Nintendo announces Wii on April 27. Wii (pronounced "we") features a new controller with an unorthodox, remote control-like shape, and, to encourage new users to play, features motion sensitivity (where you move the remote in real life affects the on screen gameplay).
* At E3 2006, The Bungie Team announces the 3rd game in the Halo trilogy.
* Again, Sony demonstrates the PlayStation 3 at a pre-E3 press conference. First- and third-party games are revealed. The redesigned controller is said to have tilt-sensitivity, looks more like the DualShock controllers, and has lost rumble functionality in order to accommodate a motion sensor within the controller and comply with legal action taken against them. It is confirmed that there will be two packages. One is sold for about $499 with a 20 GB hard drive, and the other $599 with 60 GB and Wi-Fi. Prices in the PAL region are set to be as much as 33% higher or more. The system launched with 80,000 consoles in Japan on November 11 and 400,000 consoles in North America on November 17, with the PAL region following in March 2007. Originally the PAL markets were also going to have a November 2006 release, but was pushed back due to a shortage of parts.[9]
* Envizions Computer Entertainment announced Evo: Phase One, a "next generation media hub" that "allows customers to pause, rewind and record live TV, store family photos, play 3D PC games, and access console like applications." Though noted as being a powerful system, its price tag is higher than that of any other console this generation; its RRP is set at US$679.99.
* Sony releases the PlayStation 3 on November 11. When the PS3 is released in the US, chaos erupts at several locations due to high demand and extremely limited retailer supply; two men were shot, and many others were injured.
* Nintendo launched the Wii on November 19.

2007

* In March, Microsoft announces a new version of the Xbox 360 dubbed "Elite" that includes HDMI video output and upgrades the hard drive capacity to 120 GB. The new version also comes in a new color: black. Microsoft also introduces existing accessories in black alongside the release of the upgraded system. First speculation thought it to be on a limited production run, but then later revealed to be added as a third model to the lineup. In addition to the new Xbox 360, Microsoft increased the warrenty of the Xbox 360 from 1 year to 3 years due to the number of complaints of the consoles "Red Ring of Death" problems.
* Sony announces the discontinuation of their 20 GB version of the PS3 in North America due to the Americans favoring the 60 GB version.[10]
* Despite predictions of poor sales due to its backwards-compatibility problems and pricing controversies, the Playstation 3 enjoyed a strong late-March launch in Europe, selling 600,000 units in the first two days.
* In early July, Sony dropped the price of the 60 GB PS3 by $100 (now $499) to increase sales in the American market (no price reduction in the Europe market), however no new 60 GB units were to be assembled and the 60 GB stocks were reported to last only a few months. Also announced was an 80 GB PS3 bundle (with MotorStorm) that would replace the 60 GB version on the shelf at $599.
* At E3 2007, Sony released information that a new version of the PlayStation Portable, known as the PlayStation Portable Slim (also called PSPLite—in similarity with DS Lite or PSP-2000). It was released on September 10, for all regions.
* Halo 3 is released by Microsoft and becomes the fastest-selling video game in history, generating a revenue of $170 million in North America during its first 24 hours of release. In addition, it also became the fastest-selling entertainment release in history, beating the previous record holder, the movie Spider-Man 3, by a significant margin.[11]
* On September 12, 2007, it was reported by the Financial Times that the Wii had surpassed the Xbox 360, which was released one year previously, to become the market leader in worldwide home console sales for the current generation.[12]
* Rock Band is released by MTV Games. The game comes bundled with a guitar, drums, and a microphone in which up to four players can play a song together.

2008

* Nokia Corporation launched its 2nd generation N-Gage platform early in 2008.




Edit:
PHEW! I wonder if this thread is becoming more informative than websites!
It seems, due to the power of x10 domain name, google has already cached it and it has been listed in the top 10!
yet my website isn't!
 
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Atari2600_logo_lg.jpg

300px-Atari2600a.JPG

Manufacturer Atari Inc.
Type Video game console
Generation Second generation
First available NA October 1977
EU 1978
Discontinued 1 January 1992
CPU MOS 6507 @ 1.19 MHz
Media Cartridge Controller input Joystick
Paddles
Driving Controller
Trak-Ball
Keypad Units sold 30 million (as of 2004)
Best-selling game Pac-Man, 7 million (as of September 1, 2006)
Predecessor Atari Pong
Successor Atari 5200


The Atari 2600, released in October 1977, is the video game console credited with popularizing the use of microprocessor based hardware and cartridges containing game code, instead of having non-microprocessor dedicated hardware with all games built in. The first game console to use this format was the Fairchild Channel F. However, it was the Atari 2600 that made the plug-in concept popular among the game-playing public.
Originally known as the Atari VCS—for "Video Computer System"—the machine's name was changed to "Atari 2600" (from the unit's Atari part number, CX2600) in 1982, after the release of the more advanced Atari 5200. The 2600 was typically bundled with two joystick controllers, a conjoined pair of paddle controllers, and a cartridge game—initially Combat[4] and subsequently Pac-Man.[5]
The Atari 2600 was wildly successful, and during the 1980s, "Atari" was a synonym for this model in mainstream media and, by extension for video games in general similar to "Nintendo" and "PlayStation" in the 1980s and 1990s.




Edit:
History


Development and market considerations

Atari Inc. had purchased an engineering think-tank in 1973 called Cyan Engineering to research next-generation video game systems, and had been working on a prototype known as "Stella" (named after one of the engineers' bicycles) for some time. Unlike prior generations of machines which used custom logic to play a small number of games, Stella's core was a complete CPU, the famous MOS Technology 6502 in a cost-reduced version, known as the 6507. It was combined with a RAM-and-I/O chip, the MOS Technology 6532, and a display and sound chip of their own design known as the TIA, for Television Interface Adaptor. Beyond those three, the first two versions of the machine contain just one more chip, a standard CMOS logic buffer IC, bringing the total chip count to the very low and cost-effective number of four. Some later versions of the console eliminated the buffer chip.[citation needed]
Programs for small computers were generally stored on cassette tape, disk, or paper tape. By the early 1970s, Hewlett Packard manufactured desktop computers costing thousands of dollars such as the HP 9830 which packaged ROM memory into removable cartridges to add special programming features, and these were being considered for use in games. At first, the design was not going to be cartridge-based, but after seeing a "fake" cartridge system on another machine, they realized they could place the games on cartridges essentially for the price of the connector and packaging.
In August 1976, Fairchild Semiconductor released their own CPU-based system, the Video Entertainment System. Stella was still not ready for production, but it was clear that it needed to be before there were a number of "me too" products filling up the market – which had happened after they released Pong. Atari Inc. simply didn't have the cash flow to complete the system quickly, given that sales of their own Pong systems were cooling. Nolan Bushnell eventually turned to Warner Communications, and sold the company to them in 1976 for US$28 million on the promise that Stella would be produced as soon as possible.
Key to the eventual success of the machine was the hiring of Jay Miner, a chip designer who managed to squeeze an entire breadboard of equipment making up the TIA into a single chip. Once that was completed and debugged, the system was ready for shipping. By the time it was released in 1977, the development had cost about US$100 million.



Launch and runaway success


The initial price was US$199 with a library of 9 titles. In a move to compete directly with the Channel F, Atari Inc. named the machine the Video Computer System (or VCS for short), as the Channel F was at that point known as the VES, for Video Entertainment System. The 2600 was also rebadged as the Sears Video Arcade and sold through Sears, Roebuck and Company stores. When Fairchild learned of Atari Inc.'s naming, they quickly changed the name of their system to become the Channel F. However, both systems were now in the midst of a vicious round of price-cutting: Pong clones made obsolete by these newer and more powerful machines sold off their boxes to discounters for ever-lower prices. Soon many of the clone companies were out of business, and both Fairchild and Atari Inc. were selling to a public that was completely burnt out on Pong. In 1977, Atari Inc. sold only 250,000 VCSs. For the first year of production, the 2600 was manufactured in Sunnyvale, California. The consoles manufactured here had thick internal RF shielding & thick plastic molding around the sides & bottom. These added weight to the console, and being that all 6 switches were on the front, these consoles were nicknamed "Heavy Sixers". After this first year, production moved to Hong Kong, and the consoles manufactured there had thinner RF shielding & plastic molding. In 1978, only 550,000 units from a production run of 800,000 were sold, requiring further financial support from Warner to cover losses. This led directly to the disagreements that caused Atari Inc. founder Nolan Bushnell to leave the company in 1978.[original research?]
Once the public realized it was possible to play video games other than Pong, and programmers learned how to push its hardware's capabilities, the 2600 gained popularity. By this point, Fairchild had given up, thinking video games were a passed fad -- thereby handing the entire quickly growing market to Atari Inc. By 1979, the 2600 was the best-selling Christmas gift (and console), mainly because of its exclusive content, and a million were sold that year.[citation needed]
Atari Inc. then licensed the smash arcade hit Space Invaders by Taito, which greatly increased the unit's popularity when it was released in January 1980, doubling sales again to over 2 million units. The 2600 and its cartridges were the main factor behind Atari Inc. grossing more than $2 billion in profits in 1980. Sales then doubled again for the next two years, with almost 8 million units selling in 1982.
In 1980, the Atari 2600 was given a minor revision in which the left and right difficulty switches were moved to the back of the console, leaving 4 switches on the front. Other than this, these 4-switch consoles looked nearly identical to the earlier 6-switch models. In 1982, another version of the 4-switch console was released without woodgrain. They were nicknamed "Darth Vader" consoles due to their all-black appearance. These were also the first consoles to be officially called "Atari 2600", as the Atari 5200 was released the same year.
During this period, Atari Inc. expanded the 2600 family with two other compatible consoles. They designed the Atari 2700, a wireless version of the console that was never released because of a design flaw.[1] The company also built a sleeker version of the machine dubbed the Atari 2800 to sell directly to the Japanese market in early 1983, but it suffered from competition with the newly released Nintendo Famicom.
 
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Sears Tele-Games 2600s

Atari Inc. also continued their OEM relationship with Sears under the latter's Tele-Games brand label started in 1975 with the original Pong. Sears released several versions of the 2600 as the Sears Video Arcade series from 1977 to 1983. These include the Rev. A "Heavy Sixer" model in 1977, the Rev. B "4 switch" model in 1980, and the US version of the Atari 2800 branded as the Sears Video Arcade II in 1983.[6] Sears also released their own versions of Atari Inc.'s games under the Tele-Games brand, which included the Tele-Games branded variations of text and picture labels. Three games were also produced by Atari Inc. for Sears as exclusive releases under the Tele-Games brand: Steeplechase, Stellar Track, Submarine Commander.

Decline

During this period, Atari Inc. continued to grow until it had one of the largest R&D divisions in Silicon Valley. However, it spent much of its R&D budget on projects that seemed rather out of place at a video game (or even home computer) company; many of these projects never saw the light of day. Meanwhile, several attempts to bring out newer consoles failed for one reason or another, although Atari Inc.'s home computer systems, the Atari 8-bit family, sold reasonably, if not spectacularly. Warner was more than happy anyway, as it seemed to have no end to the sales of the 2600, and Atari Inc. was responsible for over half of the company's income.
The programmers of many of Atari Inc.'s biggest hits grew disgruntled with the company for not crediting game developers and many left the company and formed their own independent software companies. The most prominent and longest-lasting of these third-party developers was Activision, founded in 1980, whose titles quickly became more popular than those of Atari Inc. itself. Atari Inc. attempted to block third-party development for the 2600 in court but failed,[citation needed] and soon other publishers, such as Imagic and Coleco, entered the market. Atari Inc. suffered from an image problem when a company named Mystique produced a number of pornographic games for the 2600. The most notorious of these, Custer's Revenge, caused a large number of protests from women's and Native American groups[2] because it depicts General George Armstrong Custer raping a bound Native American woman.[3] Atari Inc. sued Mystique in court over the release of the game.[4]
Atari Inc. continued to scoop up licenses during the shelf life of the 2600, the most prominent of which included Pac-Man and E.T. Public disappointment with these two titles and the market saturation of poor third-party titles are cited as big reasons for the video game crash of 1983. Suddenly, Atari Inc.'s growth meant it was losing massive amounts of money during the crash, at one point about $10,000 a day. Warner quickly grew tired of supporting Atari Inc., and started looking for buyers in 1984.
Although not formally discontinued, the 2600 was de-emphasized for two years after Warner's 1984 sale of Atari Inc.'s Consumer Division to Commodore Business Machines founder Jack Tramiel, who wanted to concentrate on home computers. He froze all development of console games, including a 2600 Garfield game and an Atari 5200 port of Super Pac-Man. In 1986, a new version of the 2600 was released (although it was planned for release two years earlier). The new redesigned version of the 2600, unofficially referred to as the 2600 Jr., featured a smaller cost-reduced form factor with a modernized Atari 7800-like appearance. The redesigned 2600 was advertised as a budget gaming system (under $50) that had the ability to run a large collection of classic games. With its introduction came a resurgence in software development both from Atari Corp. and from a few third parties (notably, Activision, Absolute Entertainment, Froggo, Epyx, and Exus). The Atari 2600 continued to sell in the USA and Europe until 1990, and in Asia until the early 1990s. Its final Atari-licensed release was KLAX in 1990. Over its lifetime, an estimated 40 million units were shipped, and its video game library reportedly numbers more than 900 titles with commercial games released for this system all the way until 1991. In Brazil, the console became extremely popular in the mid-1980s. The Atari 2600 was officially retired by Atari Corp. on January 1, 1992,[citation needed] making it the longest-lived home video game console in US game history. It had a lifespan of 14 years and 2 months, nearly three times the typical lifespan of a console.[citation needed]


Design


The basic layout of the 2600 is fairly similar to most consoles and home computers of the era. The CPU was the MOS Technology 6507, a cut-down version of the 6502, running at 1.19 MHz in the 2600. The 6507 included fewer memory address pins —13 instead of 16 —and no external interrupts to fit into a smaller 28-pin package. Smaller packaging was, and still is, an important factor in overall system cost, and since memory was very expensive at the time, the 6507's small 8 kB of maximum external memory space wasn't going to be used up anyway. In fact, memory was so expensive they couldn't imagine using up even 4K, and when they got a deal on 24-pin connectors for the cartridge socket, they were only too happy to thereby limit the games to 4K.[8] Later games got around this limitation with bank switching.
The console had only 128 bytes of RAM for runtime data that included the call stack and the state of the game world. There was no frame buffer, as the necessary RAM would have been too expensive. Instead the video device had two bitmapped sprites, two one-line "missile" sprites, a one-pixel "ball," and a "playfield" that was drawn by writing a bit pattern for each line into a register just before the television scanned that line. As each line was scanned, a game had to identify the non-sprite objects that overlapped the next line, assemble the appropriate bit patterns to draw for those objects, and write the pattern into the register. In a telling reveal of its Pong heritage, by default, the right side of the screen was a duplicate of the left; to control it separately, the software had to modify the patterns as the scan line was drawn. After the controller scanned the last active line, a more leisurely vertical blanking interval began, during which the game could process input and update the positions and states of objects in the world. Any mistake in timing produced visual artifacts, a problem programmers called racing the beam.
The video hardware gave the 2600 a reputation as one of the most complex machines in the world to program, but those programmers who understood it realized that such direct control over the video picture was also a source of flexibility. One advantage the 2600 had over more powerful competitors such as the ColecoVision was that the 2600 had no protection against altering settings in mid-line. For example, although each sprite nominally had only one color, it was possible to color the rows differently by changing the sprite's color as it was drawn. If the two hardware sprites were not enough for a game, a developer could share one sprite among several objects (as with the ghosts in Pac-Man) or draw software sprites, which was only a little more difficult than drawing a fixed playfield. The Pitfall! screen shot below demonstrates some of these tricks: the player is a multi-color sprite, one sprite is multiplexed for the logs and the scorpion, and the swinging vine is drawn by software. Despite the hardware limitations, many Atari 2600 games have a lot of action on the screen, creating an engaging experience.
Additionally, the 2600 supported several types of input devices (joysticks, paddles, keyboards, etc.) and third-party peripherals, and many of these peripherals were interchangeable with the MSX and several other Japanese systems. In some cases, it is possible to use the Atari joysticks with the Sega Master System and Mega Drive/Genesis, though functionality may be limited.



Color and graphics

The Atari 2600 used different color palettes depending on the television signal format used.[9] With the NTSC format, a 128-color palette was available, while in PAL, only 104 colors were available. Additionally, the SECAM palette consisted of only 8 colors.
 
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