The History Of Gaming!

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Notable games

During the console's lifetime, Atari Inc and Atari Corp. published many titles that would become some of the best-known video games of all time.[citation needed] These games include Adventure (often credited as starting the action-adventure game genre),[citation needed] Breakout,[citation needed] and Yars' Revenge.[10] The console's popularity attracted many third-party developers, which led to popular titles such as Activision's Pitfall[11] and Imagic's Atlantis. However, two Atari published titles, E.T. the Extra-Terrestrial[11] and Pac-Man,[12] are frequently blamed for initiating the video game crash of 1983.[citation needed]

Legacy


The console and its old and new games are very popular with collectors because of its significant impact on video game and consumer electronics history and also due to its nostalgic value for many people. In addition, modern Atari 2600 clones remain on the market. One example is the Atari Classics 10-in-1 TV Game, manufactured by Jakks Pacific, which simulates the 2600 console, and includes converted versions of 10 games into a single Atari-brand-look-a-like joystick with composite video outputs for connecting directly to modern televisions or VCRs. Another is the TV Boy, which includes 127 games in an enlarged joypad.
Additionally, Benjamin Heckendorn has created several different versions of a portable 2600, created by cutting apart full-sized vintage units, adding screens and putting them into new enclosures.
The Atari Flashback 2 console, released in 2005, contains 40 games (with four more programs unlockable by a cheat code). The console implements the original 2600 architecture and can be modified to play original 2600 cartridges by adding a cartridge port, and is compatible with original 2600 controllers.
The Atari insignia has become an iconic pop cultural logo.



In music

Many games for the Atari 2600 have detailed and easily identifiable music, and its distinctive sound makes it ideal for use in modern lo-fi and industrial music. In 2002, Dallas musician and visual artist Paul Slocum developed a cartridge called Synthcart for the Atari 2600, which allows the user to turn an Atari 2600 into a 2 voice synthesizer and drum machine. Adapters have also been developed by amateurs enabling the Atari 2600's use with MIDI devices. A number of bands, such as 8 Bit Weapon, MIKE BISON, Bud Mevlin, TEMPHUiBIS and The Squigs, as well as Slocum's own band Tree Wave, use Synthcart to make modern music on the Atari 2600.[citation needed] Some effects units like the MXR Blue Box are often cited for their ability to produce an Atari-like sound.



Emulation

Atari 2600 emulation is available for most major operating systems and is now very accurate. Despite the relative simplicity of the 2600 system, it is not an easy system to emulate. While it does not require a lot of computational power to emulate the 2600, it is hard to accurately do so. For example, because of the lack of a frame buffer (discussed below), 2600 emulators must not only emulate the console, but the television as well. Due to the longevity of the system, many 2600 games used undocumented features, and even exploited bugs in the hardware to squeeze the most out of the system, doing things even the original designers would deem impossible (a notable example is the starfield of the game Cosmic Ark). It took some time for the emulator programmers to mature their software to properly emulate the undocumented features, bugs and quirks of the system.
The MESS emulator supports recording and playing back of Atari 2600 emulation sessions. The Home Action Replay Page[13] (aka HARP) allows Atari 2600 users to archive their favorite play sessions of the Atari 2600 system and its games.
Some well known Atari 2600 emulators today are:

* Stella - An open source, multiplatform, very popular emulator (Windows, Mac OS X, Linux) .
* z26 - Another open source, multiplatform, very popular and customizable emulator (Windows, MS-DOS, Linux)
* PC Atari Emulator - Easy to use, very fast and popular emulator (Windows, MS-DOS). Handles the Cosmic Ark starfield effect correctly.
* MESS - the multi system emulator that supports all old Atari console systems
* The Pocket VCS - PPC —Easy to use, very fast and popular emulator (Windows CE).[citation needed]

Homebrews


After 30 years since the launch of the Atari 2600, new homebrew games for the system are still made and sold by hobbyists with several new titles available each year. Most of the development on the platform is still done in 6502 assembly language. Homebrews written for the Atari 2600, in assembly, are typically considered programming challenges for expert-level computer scientists.
Games created for the Atari can be executed using either an emulator or copied directly to a blank cartridge making use of either a PROM or EPROM chip. This allows the construction of homebrew cartridges that will run on an original Atari 2600.











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Xbox 360 is the second video game console to be produced by Microsoft, and was developed in cooperation with IBM, ATI, and SiS. Its Xbox Live service allows players to compete online and download content such as arcade games, game demos, trailers, TV shows, and movies. The Xbox 360 is the successor to the Xbox, and competes with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles.

The Xbox 360 was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the Electronic Entertainment Expo (E3). It is the first console to provide a near-simultaneous launch across three major sales regions (Europe, Japan, and North America). The console sold out completely at release (with the exception of Japan) and, as of February 22, 2008, 18 million units have been sold worldwide according to Microsoft.[1] The Xbox 360 comes in three different versions, the "Arcade" console, the "Premium" console, and the "Elite" console, each having its own selection of available accessories. Another version of the Xbox 360, called the "Core" has been deprecated in lieu of the "Arcade".
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Overview

Development

Known during development as Xenon, Xbox 2, Xbox FS,[3] Xbox Next, or NextBox, the Xbox 360 was conceived in early 2003.[4] In February 2003, planning for the Xenon software platform began, and was headed by Microsoft vice president J Allard.[4] That month, Microsoft held an event for 400 developers in Bellevue, Washington, to recruit support for the system.[4] Also that month, Peter Moore, former president of Sega of America, joined Microsoft. On August 12, 2003, ATI signed on to produce the graphic processing unit for the new console, a deal which was publicly announced two days later.[5] The following month, IBM agreed to develop the triple-core CPU for the console.[4] Before the launch of the Xbox 360, several alpha development kits were spotted using Apple's Power Mac G5 hardware. This was due to the system's PowerPC 970 processor running the same PowerPC architecture that the Xbox 360 would eventually run under IBM's Xenon processor.

Launch

Main article: Xbox 360 launch

The Xbox 360 was released on November 22, 2005, in the United States and Canada; December 2, 2005, in Europe and December 10, 2005, in Japan. It was later launched in Malaysia, Mexico, Colombia, South Korea, Hong Kong, Singapore, Taiwan, Australia, New Zealand, South Africa, Chile, India, Brazil, Poland, Czech Republic, and Russia. Microsoft has additionally announced official launches in: Hungary, Slovakia,[6] and the Philippines.[7] In its first year on the market, the system launched in 36 countries, more countries than any console has launched in a single year.[8] Due to its early launch, the Xbox 360 had a one-year lead on both of its competitors, Sony's PlayStation 3 and Nintendo's Wii.

Retail configurations

The Xbox 360 is available in three standard variants; the "Xbox 360 Arcade", the "Xbox 360 Premium", and the "Xbox 360 Elite".[9] A discontinued SKU, the "Xbox 360 Core", was replaced by the "Xbox 360 Arcade" in October 2007.[10]

At launch, the Xbox 360 was available in two configurations: the "Xbox 360 Premium" package, priced at US$399, and the "Xbox 360 Core", priced at US$299. The original shipment of the Premium version included a cut-down version of the Media Remote, but this was removed from later shipments. The Elite package was launched later at US$479, and the "Xbox 360 Arcade" replaced the "Xbox 360 Core" in October 2007 at US$279.

* The Xbox 360 Core[11] was an entry level Xbox 360 priced at US$279.99. The "Core" is no longer being sold, being replaced by the Xbox 360 Arcade.[9] It was not originally available in Japan, but was later released on November 2, 2006.[12] The Core system comes bundled with composite video cables, capable of only SDTV resolutions, but newer models with lot number 0728 or greater have an HDMI 1.2 output. The Core may output HD signals up to 1080p when connected to separately sold HDMI, Component, or VGA cables. It may also utilize a separately sold 20 or 120 GB hard drive. Unlike all other SKUs, it shipped with a wired version of the Xbox 360 controller, instead of the wireless version found in other SKUs.
 
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* The Xbox 360 Arcade,[13] priced at US$279.99,[14] is the replacement for the "Xbox 360 Core".[15] It was publicly revealed (though it was available in stores far earlier)[13] by Microsoft's president of Entertainment Devices division Robbie Bach to the Financial Times on October 18, 2007,[14] and officially announced on October 22, 2007.[10] It includes a wireless controller, 256 MB memory unit, composite AV cable, HDMI 1.2 output, and 5 Xbox Live Arcade titles.[16] The consoles, identified by packaging labeled "Go Play!", are bundled with Boom Boom Rocket, Feeding Frenzy, Luxor 2, Pac-Man Championship Edition, and Uno on a single disk, which also includes a "Welcome Video" and several game trailers/demos.[17]

* The Xbox 360, commonly called the Premium or Pro, priced at US$349.99, includes all the features of the Xbox 360 Core and includes a hybrid composite and component cable with optional optical out instead of a composite cable. The Xbox 360 also includes a detachable 20 GB Hard Disc Drive to store downloaded content, provide compatibility with original Xbox games, and store game data. The included hard drive comes with game demos, video clips and a free Live Arcade game, Hexic HD. In July 2007, this version of the Xbox 360 began appearing with the Zephyr motherboard (the motherboard used in the Elite) which features HDMI 1.2 output and an improved GPU heatsink. Although the Premium package does include an HDMI 1.2 output, it does not come with HDMI 1.2 cables.[18][19] Starting at the end of September, the newest systems were shipped with the new "Falcon" motherboard. This motherboard includes the new 65-nm CPUs, making them quieter and cooler than the older systems.[20] Holiday 2007 consoles, with packaging labeled "Go Big", were bundled with Ultimate Alliance and Forza Motorsport 2.[21] This bundle has since then been discontinued.[9]

* The Xbox 360 Elite is the fourth and most expensive variation of the console. It is priced at US$449.99 and includes a 120GB hard drive and a matte black finish. The Elite retail package also includes an HDMI 1.2 cable and a controller and headset that match the system's black finish.[22] The initial release price was US$479.99,[23] C$549.99,[23] £299.99, and AU$729.95. The Elite was released in Europe on August 24, 2007, and Australia on August 30, 2007. Holiday 2007 consoles, with packaging labeled "Go Big", were bundled with Ultimate Alliance and Forza Motorsport 2.[21] This bundle has since then been discontinued.[9] Early Elite models shipped using the Zephyr motherboard, though newer models now use the Falcon 65nm chipset instead. These Elites (and other Xbox 360 models using the Falcon) can be identified from earlier versions by a re-designed power connector and a power supply that runs at 175w. The motherboard layout is also different.

Special editions

On a few occasions, Microsoft has produced special editions of the console, usually to coincide with the release of a major product. These special editions are typically custom-colored Xbox 360 models, and are produced in limited numbers.

* At the E3 2007 press conference, Microsoft announced the Halo 3 Special Edition of the console, released September 16, 2007. It sports a Halo 3 theme on the console, wired headset, and wireless controller. Other than the unique "Spartan green and gold"[24] color scheme and exclusive dashboard theme and downloads, its features are identical to that of the Premium system.[25] It is priced at US$399.99 and £279.99 (the original price of the Xbox 360 Premium).[26]

* To promote The Simpsons Movie, Microsoft created a specially-designed, yellow Xbox 360 console.[27] This configuration is based on the Xbox 360 Premium package, with the only difference being the color scheme of the Xbox 360 console and wireless controller. The consoles were to be given out to winners of drawings taking place between July 18, 2007 and July 27, 2007, in which a name was randomly drawn each day in the "10 Days and 10 Chances to Win" sweepstakes.[28] This edition is limited, as 10 consoles were produced.
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Xbox Live

Main article: Xbox Live

On the day of the Xbox 360's release, Microsoft's online gaming service Xbox Live was shut down for 24 hours and went through a major upgrade, adding a basic non-subscription service, Silver, to its already established premium subscription-based service (which was renamed Gold). Xbox Live Silver is free of charge and is included with all SKUs of the console. It allows users to create a user profile, join on message boards, and access Microsoft's Xbox Live Arcade and Marketplace and talk to other members.[29] A Live Silver account does not generally support multiplayer gaming; however, some games that have rather limited online functions already, (such as Viva Pinata) or games that feature their own subscription service (eg. EA Sports games) can be played with a Silver account. Xbox Live also supports voice and video communication, the latter a feature possible with the Xbox Live Vision; an add-on USB web camera designed specifically for the Xbox 360.[30] The Gamercard of a player with a Silver account has a silver trim, rather than gold.

Xbox Live Gold has the same features as Silver and includes integrated online game playing capabilities outside of third-party subscriptions. Microsoft has allowed previous Xbox Live subscribers to maintain their profile information, friends list, and games history when they make the transition to Xbox Live Gold. To transfer an Xbox Live account to the new system, users need to link a Windows Live ID to their gamertag on Xbox.com.[31] When users add an Xbox Live enabled profile to their console, they are required to provide the console with their passport account information and the last four digits of their credit card number, which is used for verification purposes and billing. An Xbox Live Gold account has an annual cost of US$49.99, C$59.99, GB£39.99, or €59.99. As of July 11, 2007, Xbox Live has over 7 million subscribers.[32]

Xbox Live Marketplace

Main article: Xbox Live Marketplace

The Xbox Live Marketplace is a virtual market designed for the console that allows Xbox Live users to download purchased or promotional content. The service offers movie and game trailers, game demos, Xbox Live Arcade games, gamertag images and Xbox 360 Dashboard themes as well as add-on game content (items, costumes, levels etc). These features are available to both silver and gold members on Xbox Live. A hard drive or memory unit is required to store products purchased from Xbox Live Marketplace.[33] In order to download priced content, users are required to purchase Microsoft Points for use as scrip;[34] though some products (such as trailers) are free to download. Users are able to view items available to download on the service through a PC via the Xbox Live Pipeline website.[35] An estimated seventy percent of Xbox Live users have downloaded items from the Marketplace.[36]

Xbox Video Marketplace

Main article: Xbox Video Marketplace

On November 6, 2006, Microsoft announced the Xbox Video Marketplace, an exclusive video store accessible through the console. Launched in the United States on November 22, 2006, the first anniversary of the Xbox 360's launch, the service allows users in the United States to download high-definition and standard-definition television shows and movies onto an Xbox 360 console for viewing. With the exception of short clips, content is not currently available for streaming, and must be downloaded. Microsoft has also announced that its Microsoft TV service will add IPTV functionality to the console, giving users the ability to stream 2 simultaneous HD and 2 simultaneous SD channels.[37] Movies are also available for rental. They expire in 14 days after download or at the end of the first 24 hours after the movie has begun playing, whichever comes first. Television episodes can be purchased to own, and are transferable to an unlimited number of consoles. Downloaded files use 5.1 surround audio and are encoded using VC-1 for video at 720p, with a bitrate of 6.8 Mbit/s.[38] Television content is offered from MTV, VH1, Comedy Central, Turner Broadcasting, and CBS; and movie content is Warner Bros., Paramount, and Disney, along with other other publishers.[39]

After the Spring 2007 update, the following video codecs are supported:

* H.264 video support: Up to 15 Mbit/s, Baseline, Main, and High (up to level 4.1) Profiles with 2 channel AAC LC and Main Profiles.
* MPEG-4 Part 2 video support: Up to 8 Mbit/s, Simple Profile with 2 channel AAC LC and Main Profiles.

As a late addition to the Fall Xbox 360 update which was launched on the 4 December 2007 25 movies were added to the European Xbox 360 video market place on the 11 December 2007 and cost 250 Microsoft points for the SD version on the movie and 380 Microsoft points for the HD version of the movie.[40]Xbox Live members in Canada featured the ability to go on the Xbox Live Marketplace as of December 10, 2007 with around 30 movies to be downloaded for the same amount of Microsoft Points.

Xbox Live Arcade

Main article: Xbox Live Arcade

Xbox Live Arcade is an online service operated by Microsoft that is used to distribute downloadable video games to Xbox and Xbox 360 owners. In addition to classic arcade games such as Ms. Pac-Man, the service offers some new original games like Assault Heroes. The Xbox Live Arcade also features games from other consoles, such as the PlayStation game Castlevania: Symphony of the Night and PC games such as Zuma. The service was first launched on November 3, 2004,[41], using a DVD to load, and offered games for about US$5 to $15. Items are purchased using Microsoft Points, a proprietary currency used to reduce credit card transaction charges. On November 22, 2005, Xbox Live Arcade was re-launched with the release of the Xbox 360, in which it was now integrated with the Xbox 360's dashboard. The games are generally aimed toward more casual gamers; examples of the more popular titles are Geometry Wars: Retro Evolved, Street Fighter II' Hyper Fighting, and UNO.[42]
 

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Software

Dashboard

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The Xbox 360's graphical user interface GUI is the Xbox 360 Dashboard; a tabbed interface that features five "Blades" (formerly four blades), and was designed by AKQA. It can be launched automatically when the console boots up without a disc, or when the disc tray is ejected. However, the user may choose to launch a game automatically if a disc is inserted. A simplified version of it can also be accessed at any time via the Xbox Guide button on the gamepad. This simplified version shows the user's gamercard, Xbox Live messages and friends list. It also allows for personal and music settings, in addition to voice or video chats, or returning to the primary Dashboard from the game.

Since the console's release, Microsoft has released several updates for the Dashboard software. These updates have included adding new features to the console, enhancing Xbox Live functionality and multimedia playback cabilities, adding compatibility for new accessories, and fixing bugs in the software. The latest Dashboard update, revision 2.0.6683, was made available on December 4, 2007.

Multimedia

The Xbox 360 supports videos in .wmv-format, as well as high-definition .wmv-videos, H.264, MPEG-4, and PlaysForSure WMV videos. The Fall 2007 dashboard update added support for the playback of MPEG-4 ASP format videos.[43] The console can also display pictures and perform slideshows of photo collections with various transition effects, and supports audio playback, with music player controls accessible through the Xbox 360 Guide button. Users may play back their own music while playing games or using the dashboard, and can play music with an interactive visual synthesizer.

Music, photos and videos can be played from standard USB mass storage devices, Xbox 360 proprietary storage devices (such as memory cards or Xbox 360 hard drives), and servers or computers with Windows Media Center or Windows XP with Service Pack 2 or higher within the local-area network in streaming mode.[44][45] This is possible with video files up to HD-resolution and with several codecs (MPEG-2, MPEG-4, WMV) and container formats (WMV, MOV, TS).[46]

In the UK the Xbox 360 will be enabled to download and display BT Vision video content. [47]

Microsoft XNA

Main article: Microsoft XNA

Microsoft XNA is a set of tools and technologies that includes XNA Studio, which provides versions of key production tools such as asset management, defect tracking, project automation and work lists. These tools are designed to work together to automate common development tasks and present interfaces tailored to the different functions within the team. Microsoft XNA also includes other components such as the XNA Framework and XNA Build.

Anyone can develop a game using XNA Game Studio Express, an IDE for homebrew developers, which was initially released in beta form on August 30, 2006. A second, near feature complete beta version was released on November 1, 2006.[48] The final feature complete version, 1.0, was released on December 11, 2006.[49] For a US$99/GB£65 yearly subscription fee users can join a "creators club" which lets them transport code onto their 360 and share their content with others. In the UK, there is also a 4 month subscription to the "Creators [sic] Club" which costs £30 GBP.

Backward compatibility

Main article: List of Xbox games compatible with Xbox 360

Backward compatibility on the Xbox 360 is achieved through software emulation of the original Xbox. Emulated games are rendered in 720p, 1080i, or 1080p HD resolution with anti-aliasing enabled rather than the Xbox standard of 480p[50] (anti-aliasing is also applied when the output resolution is 480p.) However there are also games that do not perform well in emulation; these often exhibit a lower framerate on the Xbox 360,[51] as well as various sound bugs and occasional gameplay glitches. A hard drive and the downloading of an emulation profile is needed in order to play original Xbox games. Updated emulation profiles are automatically obtained through Xbox Live, or alternatively they can be burned to a CD with files downloaded from Xbox.com, or by ordering a free update disc from Microsoft. A full list of backward-compatible games is maintained at the Xbox website.[52]

The current U.S. list includes 464 games as of the November 2007 update; fewer titles are backward compatible in European and Japanese markets, with 295 and 101 titles respectively. Microsoft originally stated that they intend to release more emulation profiles as they become available, with a goal of making the entire Xbox library playable on the Xbox 360. They have since made multiple statements indicating that this may never be complete though the rate of updates to the backwards compatibility list still continues steadily.[53]

At 2008's CES, Albert Penello, the Xbox 360's group marketing manager, said that "engineering work around bringing out new titles" is "winding down".[54]

Xbox Originals

Main article: List of Xbox Originals

As part of the December 4, 2007 dashboard update, a new feature, called Xbox Originals, was launched allowing users to download original Xbox games directly to their Xbox 360. The games have not been altered in any way, except that any demos and game previews have been stripped out. As of December 2007, all titles are available for 1200 Microsoft Points (US$15) each.[55] Seven games were available from launch: Halo: Combat Evolved, Fable, Crash Bandicoot: The Wrath of Cortex, Psychonauts, Fusion Frenzy, Indigo Prophecy, and Crimson Skies: High Road to Revenge. [56]

Game library

Main article: List of Xbox 360 games

The Xbox 360 launched with 14 games in North America and 13 in Europe. The console's best-selling game for 2005, Call of Duty 2, sold over a million copies.[57] Five other games sold as well in the console's first year in the market: Ghost Recon Advanced Warfighter,[58] The Elder Scrolls IV: Oblivion,[59] Dead or Alive 4,[60] Saints Row[61] and Gears of War.[62] Gears of War would become the best-selling game of the console with 3 million units,[63] before being surpassed in 2007 by Halo 3, with 8.1 million units.[2]

Only six games were initially offered in Japan, and eagerly anticipated titles such as Dead or Alive 4 and Enchanted Arms were not released until several weeks after launch.[64] Games more suitable to the region were planned or have since been released, such as Chromehounds, Ninety-Nine Nights, and Phantasy Star Universe.[65] Microsoft also had the support of RPG developer Mistwalker, founded by Final Fantasy creator Hironobu Sakaguchi. Mistwalker's first game, Blue Dragon, was released in 2006 and had a limited-edition bundle which sold out quickly with over 10,000 pre-orders.[66] Blue Dragon became the best-selling Xbox 360 game in the region, with over 200,000 units. Mistwalker's second game, Lost Odyssey also sold over 100,000 copies.[67]

Hardware and accessories

Hardware

Main article: Xbox 360 hardware

The main unit of the Xbox 360 itself has slight double concavity in matte white or black. It features a port on the top (when vertical, left side when horizontal) to which a custom-housed hard drive unit can be attached in sizes of either 20 or 120 GB. Inside, the Xbox 360 uses the triple-core IBM designed Xenon as its CPU. Graphics processing is handled by the ATI Xenos which has 10 MB of embedded eDRAM. Its main memory pool is 512 MB in size.

Accessories

Main article: Xbox 360 accessories

Many accessories are available for the console, including both wired and wireless controllers, faceplates for customization, wireless steering wheel for a realistic of playing a racing game, headsets for chatting, a webcamera for video chatting, Dance Mats and Gamercize for exercise, an HD DVD player (now discontinued)[68], three sizes of memory cards, and two sizes of hard drives (120GB and 20GB), among other items, all of which are styled to match the console.

Technical problems
The Xbox 360 Ring of Light displaying three red lights, indicating a "general failure error"
The Xbox 360 Ring of Light displaying three red lights, indicating a "general failure error"

Main article: Xbox 360 technical problems

The Xbox 360 can be subject to a number of technical problems. Since the console's release in 2005, the product earned note in the press questioning its reliability and failure rate of the early consoles.[69][70][71][72]

To aid customers with defective consoles, Microsoft has extended the Xbox 360's manufacturer's warranty to three years for general failure errors. [73]

Since these problems surfaced, design modifications have been made to the console to improve reliability. All consoles manufactured after June 2007 have extensive revisions from the earliest units. Modifications include a reduction in the number, size and placement of components, including modifications to the mounting methodology,[74] and a second GPU heatsink to dissipate more heat.[75]

In February 2008 a 3rd party warranty firm, SquareTrade, made a press release concerning the 1040 Xbox 360 customers they had sold warranties. They found that 171 consoles (16.4%) were returned under warranty as "disabled", of those 60% were reported as general hardware failure.[76][77]
 

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Sales

The Xbox 360 began production only 69 days before launch.[83][84] As a result, Microsoft was not able to supply enough systems to meet initial consumer demand in Europe or North America.[85] Many potential customers were not able to purchase a console at launch. Forty thousand units appeared on eBay during the initial week of release; this was 10% of the total supply.[86] By year's end, Microsoft had shipped 1.5 million units, including 900,000 in North America, 500,000 in Europe, and 100,000 in Japan.[87]

At E3 in May 2006, Bill Gates announced that Microsoft would have a head start of 10 million units by the time Sony and Nintendo entered the market.[88] Microsoft later specified that goal and estimated shipments of 10 million units by the end of 2006.[89]

Cumulative sales from the system's launch until June 30, 2007 were predicted to reach 12 million units, down from 13 to 15 million units estimated earlier. Being released one year ahead of its competitors, the Xbox 360 was the market leader throughout the first half of 2007. However on September 12, 2007, it was reported by the Financial Times that the Xbox 360 had been surpassed by the Wii in terms of worldwide console sales.[90] On October 4, 2007, soon after the launch of Halo 3, Microsoft stated that Xbox 360 sales had more than doubled compared to the previous average.[91]

Based on figures from October 19, 2007, the Xbox 360 outsold the Wii for the month of September in North America, helped in part by the spike in sales seen after the launch of Halo 3, which sold 3.3 million copies in the U.S. in a 12-day period.[92] The Xbox had sales of 528,000 units for September, while the Wii had sales of 501,000 units.[93]

However, despite these sales figures, Microsoft's gaming division is losing money. Through 2005, the Xbox gaming division had lost over $4 billion.[94] However, Microsoft expects the console will start making money in 2008.[95] The losses are due to the market strategy of selling consoles below cost in order to obtain market saturation and gain profits on software and peripherals that have a much higher profit margin.[96][97] Also notable is that Microsoft has taken a charge of $1 billion dollars on its June 2007 Income Statement to account for the cost of replacing bricked Xbox 360s.[98]

As of January 1, 2008, the Xbox 360 has sold 9.15 million units in the United States according to the NPD Group[78][79][80] and 548,308 in Japan according to Enterbrain.[81][82] In Europe, the Xbox 360 sold 2 million units in 2006 and 1.9 million in 2007 according to estimates by Electronic Arts.[99][100]

On February 13, 2008, Microsoft announced that the Xbox 360 suffered shortages in the US in January 2008, which may continue into February.[101][102][103] Prior to the release of the NPD Group's video game statistics for January 2008, the Xbox 360 has been in second place behind the Wii in US sales in most months since the Wii and PS3 were released, according to data by the NPD Group

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The PlayStation (often abbreviated PS or PS1, and informally as the PSX) is a 32-bit video game console of the fifth generation that was first released by Sony Computer Entertainment in December 1994.[citation needed]

The PlayStation was the first of the ubiquitous PlayStation series of console and hand-held game devices, which has included successor consoles and upgrades including the Net Yaroze (a special black PS with tools and instructions to program PS games and applications), PS one (a smaller version of the original), PocketStation (a handheld which enhances PS games and acts as a memory card), PlayStation 2, a revised, slimline PS2, PlayStation Portable (a handheld gaming console), a revised "PSP slim & lite", PSX (Japan only; a media center, DVR and DVD recorder based on the PS2), and PlayStation 3 (20GB, 40GB, 60GB, & 80GB). By March 31, 2005, the PlayStation and PS one had shipped a combined total of 102.49 million units,[5] becoming the first video game console to reach the 100 million mark.[7]

History

According to the book "Game Over", by David Scheff, the first conceptions of the PlayStation date back to 1986. Nintendo had been attempting to work with disc technology since the Famicom, but the medium had problems. Its rewritable magnetic nature could be easily erased (thus leading to a lack of durability), and the discs were a copyright infringement danger. Consequently, when details of CDROM/XA (an extension of the CD-ROM format that combines compressed audio, visual and computer data, allowing all to be accessed simultaneously) came out, Nintendo was interested. CD-ROM/XA was being simultaneously developed by Sony and Phillips. Nintendo approached Sony to develop a CD-ROM add-on, tentatively titled the "SNES-CD". A contract was signed, and work began. Nintendo's choice of Sony was due to a prior dealing: Ken Kutaragi, the person who would later be dubbed "The Father of PlayStation", was the individual who had sold Nintendo on using the Sony SPC-700 processor for use as the eight-channel ADPCM sound synthesis set in the Super Famicom/SNES console through an impressive demonstration of the processor's capabilities.

Sony also planned to develop another, Nintendo compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super Nintendo cartridges and a new CD format which Sony would design. This was also to be the format used in SNES-CD discs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market.

The SNES-CD was to be announced at the June 1991 Consumer Electronics Show (CES). However, when Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realized that the earlier agreement essentially handed Sony complete control over any and all titles written on the SNES CD-ROM format. Yamauchi decided that the contract was totally unacceptable and he secretly canceled all plans for the joint Nintendo-Sony SNES CD attachment. Instead of announcing a partnership between Sony and Nintendo, at 9 a.m. the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips, and Nintendo was planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had, unbeknown to Sony, flown to Philips headquarters in Europe and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.

After the collapse of the joint project, Sony considered halting their research, but ultimately the company decided to use what they had developed so far and make it into a complete, stand alone console. As a result, Nintendo filed 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 and, in October 1991, the first incarnation of the new Sony PlayStation was revealed. However, it is theorized that only 200 or so of these machines were ever produced.
PlayStation Memory Card
PlayStation Memory Card

By the end of 1992, Sony and Nintendo reached a deal whereby the "Sony Play Station" would still have a port for SNES games, but Nintendo would own the rights and receive the bulk of the profits from the games, and the SNES would continue to use the Sony-designed audio chip. However, Sony decided in early 1993 to begin reworking the "Play Station" concept to target a new generation of hardware and software. As part of this process the SNES cartridge port was dropped and the space between the names was removed.
 
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After its release, it was difficult to find PS2 units on retailer shelves.[8] Another option was purchasing the console online through auction websites such as eBay, where people paid over over 100k for a PS2.[9] The PS2 initially sold well partly on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units by March 5, 2000, one day after launch, in Japan.[10] This allowed the PS2 to tap the large install base established by the PlayStation — another major selling point over the competition. Later, Sony gained momentum with new development kits for game developers and more PS2 units for consumers.

A notable piece of advertising for the PS2 launch was accompanied by the popular "PS9" television commercial. 9 was to be the epitome of development, toward which the PS2 was the next step. The ad also presaged the development of a portable PlayStation[citation needed] (first released in Japan on December 12, 2004).

Many analysts predicted a close three-way matchup between the PS2 and competitors Microsoft's Xbox and the Nintendo GameCube (GameCube being the cheapest of the three consoles and had an open market of games); however, the release of several blockbuster games during the 2001 holiday season maintained sales momentum and held off the PS2's rivals.[11]

Although Sony, unlike Sega with its Dreamcast, placed little emphasis on online gaming during its first years[citation needed], that changed upon the launch of the online-capable Xbox. Sony adapted in late 2002 to compete with Microsoft, with several online first–party titles released alongside it, such as SOCOM: U.S. Navy SEALs to demonstrate its active support for Internet play. Sony also advertised heavily, and its online model had the support of Electronic Arts. Although Sony and Nintendo both started out late, and although both followed a decentralized model of online gaming where the responsibility is up to the developer to provide the servers, Sony's attempt made online gaming a major selling point of the PS2.

In September 2004, in time for the launch of Grand Theft Auto: San Andreas, Sony revealed a new, slimmer PS2 (see Hardware revisions). In preparation for the launch of a new, slimmer PS2 model (SCPH-70000; also known unofficially as the "PStwo"), Sony stopped making the older PS2 model (SCPH-5000x) during the summer of 2004 to let the distribution channel empty its 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. 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, British sales totaled 6,000 units — compared to 70,000 units a few weeks prior.[12] There were shortages in more than 1700 stores in North America on the day before Christmas.[13]
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The PlayStation 3 (officially marketed PLAYSTATION 3,[5] commonly abbreviated PS3) is the third home video game console produced by Sony Computer Entertainment and successor to the PlayStation 2 as part of the PlayStation series. The PlayStation 3 competes with Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game systems.

A major feature that distinguishes the PlayStation 3 from its predecessors is its unified online gaming service, the PlayStation Network,[6] which contrasts with Sony's former policy of relying on games' developers for online play.[7] Other major features of the console include its robust multimedia capabilities,[8] connectivity with the PlayStation Portable,[9] and its use of a next-gen optical media, Blu-ray Disc, as its primary storage medium.[10]

The PlayStation 3 was first released on November 11, 2006, in Japan,[11] November 17, 2006 in North America,[12] and March 23, 2007 in Europe and Oceania,[13][14] with two stock keeping units (SKUs): a basic version with a 20 GB hard disk drive (HDD), and a premium version with a 60 GB HDD and several additional features.[15] (The 20 GB version was not released in Europe or Oceania.)[16] Since then, the console has had several revisions made to its available SKUs and has faced stiff competition from the other seventh generation consoles.[17] As of December 20, 2007, the PS3 is in third place in home console sales for its generation.[18]

Sony officially unveiled the PlayStation 3 to the public on May 16, 2005, during the E3 2005 conference.[19] A functional version of the system was not present there[20] nor at the Tokyo Game Show in September 2005,[21] although demonstrations (such as Metal Gear Solid 4: Guns of the Patriots[20]) were held at both events on devkits and comparable PC hardware.[20][21] Video footage based on the predicted PlayStation 3 specifications was also shown (e.g. Mobile Suit Gundam).[22]

The system was initially planned to have two HDMI ports, three Ethernet ports and six USB ports,[23] though, as shown at E3 2006, this was later reduced to one HDMI port, one ethernet port and four USB ports, presumably to cut costs.[15][24] Also announced were two configurations of the console, a "60 GB" and "20 GB", for $599/€599 and $499/€499 respectively.[15] The 60 GB would be the only configuration to feature a HDMI port, Wi-Fi internet, flash card readers, and a chrome trim with the logo in silver.[15] It was announced for a global release date, November 11 for Japan and November 17 for North America and Europe.[25]

On September 6, 2006, Sony announced that the PAL region (Europe and Oceania) PlayStation 3 launch would be delayed until March 2007 due to a shortage of diodes used in the Blu-ray Disc drive.[26]

At the Tokyo Game Show on September 22, 2006, Sony announced that it would be including HDMI on the 20 GB system with a silver logo, but not the chrome trim, flash card readers, or Wi-Fi.[27] Also, the launch price of the Japanese 20 GB model was reduced by over 20%[28] and the 60 GB model was announced for an open pricing scheme in Japan.[28] During the show, Sony demonstrated 27 playable PS3 titles running on final hardware.[29]

Launch

Main article: PlayStation 3 launch

The PlayStation 3 was first released in Japan on November 11, 2006, at 07:00.[11] There were reports that many of the systems were obtained by businessmen who paid mainly Chinese nationals to buy the systems to resell them on eBay.[30] According to Media Create, 81,639 PS3 systems were sold within 24 hours of its introduction in Japan.[31]

Soon after its release in Japan, the PS3 was released in North America on November 17, 2006.[12] Reports of violence surrounding the release of the PS3 include a customer shot,[32] campers robbed at gunpoint,[33] customers shot in a drive-by shooting with BB guns,[34] and 60 campers fighting over 10 systems.[35]

On January 24, 2007, Sony announced that the PlayStation 3 would go on sale on March 23, 2007 in Europe, Australia, the Middle East, Africa and New Zealand.[13][36] On March 7, 2007, the 60 GB PlayStation 3 launched in Singapore with a price of S$799.[37]

The PS3 was launched in the PAL regions on March 23, 2007.[13] The system sold about 600,000 units in its first two days.[38]

The console was launched in South Korea on June 16, 2007 in a single version equipped with an 80 GB hard drive and IPTV.
 
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History

The console was conceived in 2001, as the Nintendo GameCube was first seeing release. According to an interview with Nintendo's game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was that power isn't everything for a console. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction."[8]

Two years later, engineers and designers were brought together to develop the concept further. By 2005, the controller interface had taken form, but a public showing at that year's E3 was withdrawn. Miyamoto stated that, "[W]e had some troubleshooting to do. So we decided not to reveal the controller and instead we displayed just the console."[8] Nintendo president Satoru Iwata later unveiled and demonstrated the Wii Remote at the September Tokyo Game Show.[5]

The Nintendo DS is said to have influenced the Wii design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected, with the notion that the two gaming systems would be identical. Miyamoto also expressed that, "f the DS had flopped, we might have taken the Wii back to the drawing board."[8]

Name

The console was known by the code name of "Revolution" until April 27, 2006, immediately prior to E3.[9] According to the Nintendo Style Guide, the name "is simply Wii, not Nintendo Wii." This means it is the first home console Nintendo has marketed outside of Japan without the company name featured in its trademark. While "Wiis" is a commonly used pluralization of the console, Nintendo has stated that the official plural form is "Wii systems" or "Wii consoles."[10] Nintendo's spelling of "Wii" with two lower-case "i" characters is meant to resemble two people standing side by side, representing players gathering together, as well as to represent the console's controllers.[11] The company has given many reasons for this choice of name since the announcement; however, the best known is:
“ 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.[11] ”

Despite Nintendo's justification for the name, some video game developers and members of the press initially reacted negatively towards the change. They preferred "Revolution" over "Wii"[12] and expressed fear "that the name would convey a continued sense of 'kidiness'[sic] to the console."[13] The BBC reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[14] Nintendo of America's president Reggie Fils-Aime acknowledged the initial reaction and further explained the change:
“ Revolution as a name is not ideal; it's long, and in some cultures, it's hard to pronounce. So we wanted something that was short, to the point, easy to pronounce, and distinctive. That's how 'Wii,' as a console name, was created.[15] ”

Nintendo of America's VP of Corporate Affairs Perrin Kaplan defended its choice of "Wii" over "Revolution" and responded to critics of the name by stating: "Live with it, sleep with it, eat with it, move along with it and hopefully they'll arrive at the same place.

On September 14, 2006, Nintendo announced release information for Japan, North and South America, Australasia (Oceania), Asia and Europe, including dates, prices, and projected unit distribution numbers. It was announced that the majority of the 2006 shipments would be allotted to the Americas,[17] and that 33 titles would be available in the 2006 launch window.[18] The United Kingdom suffered a large shortage of console units as many "high-street" and online stores were unable to fulfill all pre-orders when it was released on December 8, 2006.[19] As of March 2007, some UK stores still had a shortage of consoles,[20] and as of June 2007, demand still outpaced supply in the United States.[21]

Nintendo announced that it would release its console in South Korea and China in early 2008.

Demographic

Nintendo hopes to target a wider demographic with its console than that of others in the seventh generation.[3] At a press conference for the upcoming Nintendo DS game Dragon Quest IX, Satoru Iwata insisted "We're not thinking about fighting Sony, but about how many people we can get to play games. The thing we're thinking about most is not portable systems, consoles, and so forth, but that we want to get new people playing games."[42]

This is reflected in Nintendo's series of television advertisements in North America, directed by Academy Award winner Stephen Gaghan, as well as Internet ads. The ad slogans are "Wii would like to play" and "Experience a new way to play." These ads ran starting November 15, 2006 and had a total budget of over US$200 million throughout the year.[43] The productions are Nintendo's first broad-based advertising strategy and include a two-minute video clip showing a varied assortment of people enjoying the Wii system, such as urban apartment-dwellers, country ranchers, grandparents, and parents with their children. The music in the ads is from the song "Kodo (Inside the Sun Remix)" by the Yoshida Brothers.[44] The marketing campaign has proved to be successful: pensioners as old as 103 have been reported to be playing the Wii in the United Kingdom.[45] A report by The People also stated that Queen Elizabeth II has played using the console.[46]
 
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