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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Ye Intruders Beware: Fantastical Pirates in the Golden Age of Illustration
YE INTRUDERS BEWARE: FANTASTICAL PIRATES IN THE GOLDEN AGE OF ILLUSTRATION Anne M. Loechle Submitted to the faculty of the University Graduate School in partial fulfillment of the requirements for the degree Doctor of Philosophy in the Department of the History of Art Indiana University November 2010 Accepted by the Graduate Faculty, Indiana University, in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Doctoral Committee _________________________________ Chairperson, Sarah Burns, Ph.D. __________________________________ Janet Kennedy, Ph.D. __________________________________ Patrick McNaughton, Ph.D. __________________________________ Beverly Stoeltje, Ph.D. November 9, 2010 ii ©2010 Anne M. Loechle ALL RIGHTS RESERVED iii Acknowledgments I am indebted to many people for the help and encouragement they have given me during the long duration of this project. From academic and financial to editorial and emotional, I was never lacking in support. I am truly thankful, not to mention lucky. Sarah Burns, my advisor and mentor, supported my ideas, cheered my successes, and patiently edited and helped me to revise my failures. I also owe her thanks for encouraging me to pursue an unorthodox topic. From the moment pirates came up during one of our meetings in the spring of 2005, I was hooked. She knew it, and she continuously suggested ways to expand the idea first into an independent study, and then into this dissertation. My dissertation committee – Janet Kennedy, Patrick McNaughton, and Beverly Stoeltje – likewise deserves my thanks for their mentoring and enthusiasm. Other scholars have graciously shared with me their knowledge and input along the way. David M. Lubin read a version of my third chapter and gave me helpful advice, opening up to me new ways of thinking about Howard Pyle in particular. -
An Brief Introduction to Interactive Fiction
An Brief Introduction to Interactive Fiction Todd W. Neller What is Interactive Fiction? • A work of interactive fiction (IF, a.k.a. text adventure) is a puzzle game with – nonlinear storytelling with user-directed actions driving story, – text-based interaction (e.g. “go north”, “unlock door with skeleton key”), and – text description of locations and objects. • Environment changes with user interactions. • Puzzles are often solved by finding hidden objects or discovering creative uses for non-hidden objects (e.g. swamp gas + wine bladder + flint + steel + brick wall = loose bricks + new passage). Homestar Runner Parody See it here: http://www.homestarrunner.com/sbemail94.html • STRONG BAD: {typing} On the other hand, it might be cool to be in one of those text-based adventures. You know, for those intellectual people with better imaginations. – {Cut to a black screen with a green arrow at the top (and moving green lines), similar to the Tandy 400.} • STRONG BAD: {voiceover} It'd be like... • {reading text} – Ye find yeself in yon dungeon. Ye see a FLASK Obvious exits are NORTH, SOUTH, and DENNIS. What wouldst thou deau?{Strong Bad doesn't say the last sentence.} • STRONG BAD: {voiceover} And you'd be all like... – Get ye flask • STRONG BAD: {voiceover} And it'd say, – You can't get ye flask! • STRONG BAD: {voiceover} And you'd just have to sit there and imagine why on Earth you can't get ye flask! Because the game's certainly not going to tell you. – {At this the screen adds "I'm certainly not going to tell thou."} • STRONG BAD: {voiceover} And there's no precious graphics to help you out, either! – {At this the screen adds "Graphics, shmaphics." and a few seconds later, " . -
Pirates and Perils of the Deep! Chatterbooks Activity Pack
Pirates and Perils of the Deep! Chatterbooks Activity Pack Pirates and Perils of the Deep! Reading and activity ideas for your Chatterbooks group About this pack Ahoy, me Hearties – and shiver me timbers! Here be a Chatterbooks pack full of swashbuckling pirate fun – activity ideas and challenges, and great reading for your group! The pack is brought to you by The Reading Agency and their publisher partnership Children’s Reading Partners Chatterbooks [ www.readinggroups.org/chatterbooks] is a reading group programme for children aged 4 to 14 years. It is coordinated by The Reading Agency and its patron is author Dame Jacqueline Wilson. Chatterbooks groups run in libraries and schools, supporting and inspiring children’s literacy development by encouraging them to have a really good time reading and talking about books. The Reading Agency is an independent charity working to inspire more people to read more through programmes for adults, young people and Children – including the Summer Reading Challenge, and Chatterbooks. See www.readingagency.org.uk Children’s Reading Partners is a national partnership of children’s publishers and libraries working together to bring reading promotions and author events to as many children and young people as possible. Contents 2 Things to talk about 2 Activity ideas 8 Chatterbooks double session plan, with a pirates theme 10 Pirates and perils quiz 11 Pirates and perils: great titles to read 17 More swashbuckling stories For help in planning your Chatterbooks meeting, have a look at these Top Tips for a Successful Session 2 Pirates and Perils of the Deep! Chatterbooks Activity Pack Ideas for your Chatterbooks sessions Things to talk about What do you know about pirates? Get together a collection of pirate books – stories and non-fiction – so you’ve got lots to refer to, and plenty of reading for your group to share. -
A Couverture AFTER
UNIVERISTE D’ANTANANARIVO DEPARTEMENT DE FORMATION INITIAL LITERAIRE CENTRE D’ETUDE ET DE RECHERCHE EN LANGUE ET LETTRES ANGLAISES Using Snakes And Ladders Board Games With Dice to Teach Wishes and Regrets to Malagasy Students C.A.P.E.N. Dissertation Presented by TOMARIELSON Christian Espérant Advisor: RANDRIAMAMPIONONA Christiane ACADEMIC YEAR: 2014-2015 12 January 2016 Acknowledgments We would like to express our deepest gratitude to God for His guidance and everything He has done to me. First of all, we are extremely grateful to Mrs RANDRIAMAMPIONONA Christiane, our Dissertation Advisor for her invaluable kindness, patience, directives, encouragement, and keen editorial eye before the printing of the work. Our warmest thanks must equally go to Mr MANORO Regis and Mrs RAMINOARIVONY Mirany whose helpful comments and suggestions have helped us in the completion and the official presentation of our work. We would like to express our sincere acknowledgments to all teachers at the CER Langue et Lettres Anglaises, and we equally thank all those who contributed, in one way or another, to the elaboration of the present work. Last but by no means least, we wish to express our sincere gratitude to my wife, my children, and our friends who have supported us through their prayers, care, and encouragements. I TABLE OF CONTENTS GENERAL INTRODUCTION 0.1. Rationale and objective of the study 0.2.Scope and limitations 0.3. Structure of the work Part 1: THEORETICAL CONSIDERATIONS 1.1. On conditionals 1.1.1. Definitions of conditional construction……………………………………….........1 1.1.2. Likely conditionals……………………………………………………………........2 1.1.3. Unlikely conditionals…………………………………………………………........2 1.1.4. -
Atari IP Catalog 2019 IP List (Highlighted Links Are Included in Deck)
Atari IP Catalog 2019 IP List (Highlighted Links are Included in Deck) 3D Asteroids Basketball Fatal Run Miniature Golf Retro Atari Classics Super Asteroids & Missile 3D Tic-Tac-Toe Basketbrawl Final Legacy Minimum Return to Haunted House Command A Game of Concentration Bionic Breakthrough Fire Truck * Missile Command Roadrunner Super Baseball Adventure Black Belt Firefox * Missile Command 2 * RollerCoaster Tycoon Super Breakout Adventure II Black Jack Flag Capture Missile Command 3D Runaway * Super Bunny Breakout Agent X * Black Widow * Flyball * Monstercise Saboteur Super Football Airborne Ranger Boogie Demo Food Fight (Charley Chuck's) Monte Carlo * Save Mary Superbug * Air-Sea Battle Booty Football Motor Psycho Scrapyard Dog Surround Akka Arrh * Bowling Frisky Tom MotoRodeo Secret Quest Swordquest: Earthworld Alien Brigade Boxing * Frog Pond Night Driver Sentinel Swordquest: Fireworld Alpha 1 * Brain Games Fun With Numbers Ninja Golf Shark Jaws * Swordquest: Waterworld Anti-Aircraft * Breakout Gerry the Germ Goes Body Off the Wall Shooting Arcade Tank * Aquaventure Breakout * Poppin Orbit * Sky Diver Tank II * Asteroids Breakout Boost Goal 4 * Outlaw Sky Raider * Tank III * Asteroids Deluxe * Canyon Bomber Golf Outlaw * Slot Machine Telepathy Asteroids On-line Casino Gotcha * Peek-A-Boo Slot Racers Tempest Asteroids: Gunner Castles and Catapults Gran Trak 10 * Pin Pong * Smokey Joe * Tempest 2000 Asteroids: Gunner+ Caverns of Mars Gran Trak 20 * Planet Smashers Soccer Tempest 4000 Atari 80 Classic Games in One! Centipede Gravitar Pong -
TREASURE ISLAND the NOVEL and the MUSICAL 2 STUDY MATERIALS
Maine State Music Theatre Curtis Memorial Library, Topsham Public Library, and Patten Free Library present A STUDY GUIDE TO TREASURE ISLAND The NOVEL and the MUSICAL 2 STUDY MATERIALS TREASURE ISLAND: THE NOVEL Robert Louis Stevenson Page 3 Treasure Island in Literary History Page 5 Fun Facts About the Novel Page 6 Historical Context of the Novel Page 7 Adaptations of Treasure Island on Film and Stage Page 9 Treasure Island: Themes Page 10 Treasure Island: Synopsis of the Novel Page 11 Treasure Island: Characters in the Novel Page 13 Treasure Island: Glossary Page 15 TREASURE ISLAND A Musical Adventure: THE ROBIN & CLARK MUSICAL Artistic Statement Page 18 The Creators of the Musical Page 19 Treasure Island A Musical Adventure: Themes Page 20 Treasure Island A Musical Adventure: Synopsis & Songs Page 21 Treasure Island A Musical Adventure: Cast of Characters Page 24 Treasure Island A Musical Adventure: World Premiere Page 26 Press Quotes Page 27 QUESTIONS FOR DISCUSSION Page 28 MSMT’s Treasure Island A Musical Adventure Page 29 3 TREASURE ISLAND: THE NOVEL ROBERT LOUIS STEVENSON Robert Louis Balfour Stevenson was born in Edinburgh, Scotland, on November 13, 1850, to Thomas and Margaret Stevenson. Lighthouse design was his father's and his family's profession, so at age seventeen, he enrolled at Edinburgh University to study engineering, with the goal of following in the family business. Lighthouse design never appealed to Stevenson, though, and he began studying law instead. His spirit of adventure truly began to appear at this stage, and during his summer vacations he traveled to France to be around young writers and painters. -
Intellivision Development, Back in the Day
Intellivision Development, Back In The Day Intellivision Development, Back In The Day Page 1 of 28 Intellivision Development, Back In The Day Table of Contents Introduction......................................................................................................................................3 Overall Process................................................................................................................................5 APh Technological Consulting..........................................................................................................6 Host Hardware and Operating System........................................................................................6 Development Tools......................................................................................................................7 CP-1610 Assembler................................................................................................................7 Text Editor...............................................................................................................................7 Pixel Editor..............................................................................................................................8 Test Harnesses............................................................................................................................8 Tight Finances...........................................................................................................................10 Mattel Electronics...........................................................................................................................11 -
A History of the Personal Computer Index/11
A History of the Personal Computer 6100 CPU. See Intersil Index 6501 and 6502 microprocessor. See MOS Legend: Chap.#/Page# of Chap. 6502 BASIC. See Microsoft/Prog. Languages -- Numerals -- 7000 copier. See Xerox/Misc. 3 E-Z Pieces software, 13/20 8000 microprocessors. See 3-Plus-1 software. See Intel/Microprocessors Commodore 8010 “Star” Information 3Com Corporation, 12/15, System. See Xerox/Comp. 12/27, 16/17, 17/18, 17/20 8080 and 8086 BASIC. See 3M company, 17/5, 17/22 Microsoft/Prog. Languages 3P+S board. See Processor 8514/A standard, 20/6 Technology 9700 laser printing system. 4K BASIC. See Microsoft/Prog. See Xerox/Misc. Languages 16032 and 32032 micro/p. See 4th Dimension. See ACI National Semiconductor 8/16 magazine, 18/5 65802 and 65816 micro/p. See 8/16-Central, 18/5 Western Design Center 8K BASIC. See Microsoft/Prog. 68000 series of micro/p. See Languages Motorola 20SC hard drive. See Apple 80000 series of micro/p. See Computer/Accessories Intel/Microprocessors 64 computer. See Commodore 88000 micro/p. See Motorola 80 Microcomputing magazine, 18/4 --A-- 80-103A modem. See Hayes A Programming lang. See APL 86-DOS. See Seattle Computer A+ magazine, 18/5 128EX/2 computer. See Video A.P.P.L.E. (Apple Pugetsound Technology Program Library Exchange) 386i personal computer. See user group, 18/4, 19/17 Sun Microsystems Call-A.P.P.L.E. magazine, 432 microprocessor. See 18/4 Intel/Microprocessors A2-Central newsletter, 18/5 603/4 Electronic Multiplier. Abacus magazine, 18/8 See IBM/Computer (mainframe) ABC (Atanasoff-Berry 660 computer. -
Atari Games Corp. V. Nintendo of America, Inc. ATARI GAMES CORP
Atari Games Corp. v. Nintendo of America, Inc. ATARI GAMES CORP. and TENGEN, INC., Plaintiffs-Appellants, vs. NINTENDO OF AMERICA INC. AND NINTENDO CO., LTD., Defendants-Appellees. 91-1293 United States Court Of Appeals For The Federal Circuit 975 F.2d 832, 24 U.S.P.Q.2D (BNA) 1015, Copy. L. Rep. (CCH) P26,978, 1992-2 Trade Cas. (CCH) P69,969, 92 Cal. Daily Op. Service 7858, 92 Daily Journal DAR 12936, 1992 U.S. App. Decision September 10, 1992, Decided Appealed from: U.S. District Court for the Northern District of California. Judge Smith M. Laurence Popofsky, Heller, Ehrman, White & McAuliffe, of San Francisco, California, argued for plaintiffs-appellants. With him on the brief were Robert S. Venning, Peter A. Wald, Kirk G. Werner, Robert B. Hawk, Michael K. Plimack and Dale A. Rice. Also on the brief were James B. Bear, Knobbe, Martens, Olson & Bear, of Newport Beach, California and G. Gervaise Davis, II, Schroeder, Davis & Orliss, Inc., of Monterey, California. Thomas G. Gallatin, Jr., Mudge, Rose, Guthrie, Alexander & Ferdon, of New York, New York, argued for defendants-appellees. With him on the brief was John J. Kirby, Jr.. Also on the brief was Larry S. Nixon, Nixon & Vanderhye, P.C., of Arlington, Virginia. Before CLEVENGER, Circuit Judge, SMITH, Senior Circuit Judge, and RADER, Circuit Judge. [F.2d 835] RADER, Circuit Judge. Nintendo of America Inc., and Nintendo Co., Ltd. sell the Nintendo Entertainment System (NES). Two of Nintendo's competitors, Atari Games Corporation and its wholly-owned subsidiary, Tengen, Inc., sued Nintendo for, among other things, unfair competition, Sherman Act violations, and patent infringement. -
Scott Adams' BOOK of HINTS FOR
Scott Adams' BOOK OF HINTS FOR 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it, and all original items found in it noted alongside. FOREST Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by the first letter of that direction. GROVE GROVE The above shows it is East from the grove to the swamp and West from the swamp to the grove. In the case of being able to go only in one direction, an arrow is put at the end of the path. FOREST GROVE GROVE This indicates that upon leaving the grove you go north to the forest, but that you cannot return! The best way to use this system is that, upon entering a location, you draw a line representing each possible exit and its location. Later you connect them to rooms as you continue your exploration. FOREST MEADOW GROVE GROVE The advantage is that you will not forget to explore an exit once you get past your initial probe. Another advantage of this system is that you never need redraw your map as you stick extra locations anywhere on your paper.