Random and Raster: Display Technologies and the Development of Videogames
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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.). -
Doom: Gráficos Avançados E Atmosfera Sombria
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO GRANDE DO SUL PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL CHRISTOPHER ROBERT KASTENSMIDT Professora Orientadora: Dra. Magda Rodrigues da Cunha Porto Alegre Dezembro/2011 CHRISTOPHER ROBERT KASTENSMIDT TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social da Pontifícia Universidade Católica do Rio Grande do Sul. Orientadora: Dra. Magda Rodrigues da Cunha PORTO ALEGRE 2011 CHRISTOPHER ROBERT KASTENSMIDT Dados Internacionais de Catalogação na Publicação (CIP) K19t Kastensmidt, Christopher Robert Tecnologias de contato: os impactos das plataformas dos jogos digitais na jogabilidade social. / Christopher Robert Kastensmidt. – Porto Alegre, 2011. 172 p. Dissertação (Mestrado) Programa de Pós-Graduação em Comunicação Social – Faculdade de Comunicação Social, PUCRS. Orientadora: Profa. Dra. Magda Rodrigues da Cunha 1. Comunicação Social. 2. Jogos Digitais. 3. Jogabilidade Social. 4. Jogos Eletrônicos. I. Cunha, Magda Rodrigues da. II. Título. CDD 794.8 Ficha elaborada pela bibliotecária Anamaria Ferreira CRB 10/1494 TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Geometry Wars 3: Dimensions Available Now
Geometry Wars 3: Dimensions Available Now Next Chapter in the Award-Winning Geometry Wars™ Franchise is Newest Title Released under the Sierra™ Label SANTA MONICA, Calif.--(BUSINESS WIRE)-- Today marks the newest addition to the Sierra™ library of games with the release of Geometry Wars 3: Dimensions. This frenetic arcade shooter from developer Lucid Games is the latest installment in the Geometry Wars franchise. The new game advances the series to unexplored frontiers, bringing its retro-inspired action and energy to more platforms than ever before with an added twist to its classic gameplay - 3D grids! "Geometry Wars is a part of our DNA," said Craig Howard, Co-founder of Lucid Games. "Several of us here worked on prior games in the series, and we've had ideas kicking around in our heads for where it could go next. Partnering with Sierra to bring those visions to life has been an amazing experience." Geometry Wars 3: Dimensions is an exciting evolution of the fast-paced twin-stick shooter gameplay the Geometry Wars franchise helped define nearly a decade ago. While the game's look should be immediately familiar to hardcore fans, it features new 3D action and gameplay modes, a dedicated single-player campaign with 50 levels and revamped online cooperative and competitive multiplayer. It also adds five unique companion drones, new power-ups, electrifying boss battles and community leaderboards. There are also Classic Arcade modes available for those still hungry for the original Geometry Wars experience. Lucid Games' partnership with the Sierra label has given the developer an opportunity to remain independent, but still be able to create the game they dreamed about. -
Transcript of Atari Vs. the Imagination
1 You’re listening to Imaginary Worlds, a show about how we create them and why we suspend our disbelief. I’m Eric Molinsky. And this is Tim Lapetino. He’s a graphic designer in Chicago, and he runs a website called the museum of video game art. TL: My Dad brought home our first Atari in 1983, we busted it open and it was magical the idea you could play games on TV, and I remember one of the very first things I looked at were boxes, make sense of the idea of what I was seeing on screen related what was on box I wanted to save those, line those up, line up on shelf, my Dad was like why keep those? Keep cartridges? Like keeping box for refrigerator. And you’re 5, you’re like okay. But I spent hundred of dollars rebuying them as an adult. In fact, Tim just put out a book called The Art of Atari. It’s got interviews with designers and executives – plus a lot of eye candy for anyone who loved those games in the ‘80s – especially the box illustrations, which looked like the covers of fantasy novels from the ‘70s and ‘80s. There was so much stuff going on in these illustrations, you had to gaze at them for a long time to catch every little detail. But Tim says this book isn’t a nostalgia trip. TL: This art and design is really worth visiting because deserves to be up there with great design of 20th century. I learned things about Atari that completely surprised me. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Investor Presentation
Investor presentation May 2021 Disclaimer In this strategic presentation, the terms "Atari“ and/or the "Company" mean Atari. The term "Group" means the group of companies belonging to the parent Company and all companies within its consolidation’s scope. This strategic presentation contains statements relating to ongoing or future projects, future financial and operating results and other statements about Atari’s managements’ future expectations, beliefs, goals, plans or prospects that are based on current expectations, estimates, forecasts and projections about Atari, as well as company’s future performance and the industries in which Atari operate will operate, in addition to managements’ assumptions. Words such as “expects,” “anticipates,” “targets,” “goals,” “projects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” variations of such words and similar expressions are intended to identify such forward-looking statements which are not statements of historical facts. These forward-looking statements are not guarantees of future performance and involve certain risks, uncertainties and assumptions that are difficult to assess. Therefore, actual outcomes and results may differ materially from what is expressed or forecasted in such forward-looking statements. These risks and uncertainties are based upon a number of important factors including, among others: political and economic risks of our respective global operations; changes to existing regulations or technical standards; existing and future litigation; difficulties and costs in protecting intellectual property rights and exposure to infringement claims by others summarized in chapter 5 of the company’s annual financial report for the financial year ended March 31, 2020 available on the investor relations website of Atari at www.atari- investisseurs.fr. -
ELA 8Th Grade Week 3 (4/27 – 5/1) Clemens &
ELA 8th Grade Week 3 (4/27 – 5/1) Clemens & Gay Name: _____________________________ Context Clues 2.2 Directions: read each sentence and determine the meaning of the word using cross sentence clues or your prior knowledge. Then, explain what clues in the sentence helped you determine the word meaning. 1. Degrade: Suzie’s mother taught her to never let anyone degrade her, so now she demands respect in all of her relationships. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 2. Frivolous: My mom wanted to get the red napkins for the party and my dad wanted the blue napkins, but I’m not even concerned about such frivolous things. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 3. Discontent: If we use the red napkins, my mom will be happy but my dad will be discontent. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 4. Morsel: The dogs were so hungry that they would have killed one another for a morsel of meat. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 5. Fretful: My mom always worries about my grades and the colleges that I’ll be able to attend, but if she were a little less fretful she’d be a lot more fun. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 6. Appall: John had seen horror movies before, but when he saw Bloodcore 6, he was so appalled by the bloodshed that he wrote the newspapers warning parents not to allow their children to see this movie. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
Aalborg Universitet Quake Delirium: Remixing Psychedelic Video
Aalborg Universitet Quake Delirium: Remixing Psychedelic Video Games Weinel, Jonathan Published in: Sonic Ideas/Ideas Sonicas Publication date: 2011 Document Version Publisher's PDF, also known as Version of record Link to publication from Aalborg University Citation for published version (APA): Weinel, J. (2011). Quake Delirium: Remixing Psychedelic Video Games. Sonic Ideas/Ideas Sonicas, 3(2). General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. ? Users may download and print one copy of any publication from the public portal for the purpose of private study or research. ? You may not further distribute the material or use it for any profit-making activity or commercial gain ? You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us at [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Downloaded from vbn.aau.dk on: September 30, 2021 Introduction Quake Delirium1 is a specially designed software patch MSP/Jitter8 and Pure Data9 to exchange video game infor- which enhances the video game Quake2 in order to create mation data and signals. a uniquely modified version, with graphics, audio and game parameters altered towards a more individual aesthetic for each user. The project is part of my wider research regard- ASCs in Video Games ing compositional techniques to elicit altered states of con- sciousness (ASCs). -
Retro Gamer Speed Pretty Quickly, Shifting to a Contents Will Remain the Same
Untitled-1 1 1/9/06 12:55:47 RETRO12 Intro/Hello:RETRO12 Intro/Hello 14/9/06 15:56 Page 3 hel <EDITORIAL> >10 PRINT "hello" Editor = >20 GOTO 10 Martyn Carroll >RUN ([email protected]) Staff Writer = Shaun Bebbington ([email protected]) Art Editor = Mat Mabe Additonal Design = Mr Beast + Wendy Morgan Sub Editors = Rachel White + Katie Hallam Contributors = Alicia Ashby + Aaron Birch Richard Burton + Keith Campbell David Crookes + Jonti Davies Paul Drury + Andrew Fisher Andy Krouwel + Peter Latimer Craig Vaughan + Gareth Warde Thomas Wilde <PUBLISHING & ADVERTISING> Operations Manager = Debbie Whitham Group Sales & Marketing Manager = Tony Allen hello Advertising Sales = elcome Retro Gamer speed pretty quickly, shifting to a contents will remain the same. Linda Henry readers old and new to monthly frequency, and we’ve We’ve taken onboard an enormous Accounts Manager = issue 12. By all even been able to publish a ‘best amount of reader feedback, so the Karen Battrick W Circulation Manager = accounts, we should be of’ in the shape of our Retro changes are a direct response to Steve Hobbs celebrating the magazine’s first Gamer Anthology. My feet have what you’ve told us. And of Marketing Manager = birthday, but seeing as the yet to touch the ground. course, we want to hear your Iain "Chopper" Anderson Editorial Director = frequency of the first two or three Remember when magazines thoughts on the changes, so we Wayne Williams issues was a little erratic, it’s a used to be published in 12-issue can continually make the Publisher = little over a year old now.