History of Computer Games
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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.). -
DVD/Video Game Entertainment System
DVD/Video Game Entertainment System Owner's Manual wireless input .mp3 RES R integrated SURROUND SOUND VIDEOGAMES s SATELLITE Table of Contents Getting Started ......................................................................................................................................................................................................................... 4 Switching On, Lowering and Adjusting the Screen, Finding the Remote Control Buttons You Need, Listening Over the Vehicle Speakers Introduction .............................................................................................................................................................................................................................. 6 Discs Played ............................................................................................................................................................................................................................ 7 Changing Display Settings, Using the Dome Lights ................................................................................................................................................................ 8 Using the Remote Control ........................................................................................................................................................................................................ 9 Basic Remote Control Buttons ............................................................................................................................................................................................. -
Stock Market Game DECA Competition
KNOWLEDGE AND SKILLS DEVELOPED Participants will demonstrate knowledge and skills needed STOCK MARKET GAME to address the components of the project as described in the STOCK MARKET GAME SMG content outline and evaluation forms. Participants in the SIFMA Foundation Stock Market Game develop and manage a virtual investment Participants will also develop portfolio of stocks, bonds, and mutual funds. The Stock Market Game is conducted via the internet many 21st Century Skills, in the and allows DECA members to test their knowledge and skills against other DECA members in an online following categories, desired competition. Each participating team manages all aspects of the portfolio including asset selection, buying by today’s employers: and selling. The goal of the competition is to increase the value of the portfolio. • Communication and During the course of the Stock Market Game, participants will: Collaboration • develop investment strategies based on expectations of growth, diversification and stability • attempt to avoid the pitfalls of market decline, mergers and overextension • Creativity and Innovation • Critical Thinking and EVENT OVERVIEW Problem Solving It is the responsibility of the advisor and participating teams to familiarize themselves with the Rules of The • Flexibility and Adaptability Stock Market Game. Rules are accessible through a link on the home pages of the team portfolio and in the Teacher Support Center. • Information Literacy In addition to the general rules of the Stock Market Game, DECA advisors and their teams should be aware of • Initiative and Self-direction the following: • Leadership and • This event consists of a written document describing the investment project and the oral presentation. -
First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games
Vanderbilt Law Review Volume 36 Issue 5 Issue 5 - October 1983 Article 2 10-1983 First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games John E. Sullivan Follow this and additional works at: https://scholarship.law.vanderbilt.edu/vlr Part of the First Amendment Commons, and the Intellectual Property Law Commons Recommended Citation John E. Sullivan, First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games, 36 Vanderbilt Law Review 1223 (1983) Available at: https://scholarship.law.vanderbilt.edu/vlr/vol36/iss5/2 This Note is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Law Review by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. NOTE First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games Outline I. INTRODUCTION .................................. 1225 II. LOCAL GOVERNMENT REGULATION OF VIDEO GAMES . 1232 A. Zoning Regulation ......................... 1232 1. Video Games Permitted by Right ........ 1232 2. Video Games as Conditional or Special U ses .................................. 1233 3. Video Games as Accessory Uses ......... 1234 4. Special Standards for Establishments Of- fering Video Game Entertainment ....... 1236 a. Age of Players and Hours of Opera- tion Standards .................. 1236 b. Arcade Space and Structural Stan- dards ........................... 1237 c. Arcade Location Standards....... 1237 d. Noise, Litter, and Parking Stan- dards ........................... 1238 e. Adult Supervision Standards ..... 1239 B. Licensing Regulation ....................... 1239 1. Licensing and Zoning Distinguished ...... 1239 2. Video Game Licensing Standards ........ 1241 3. Administration of Video Game Licensing. 1242 a. Denial of a License ............. -
Pioneering E-Sport: the Experience Economy and the Marketing of Early 1980S Arcade Gaming Contests
International Journal of Communication 7 (2013), 2254-2274 1932–8036/20130005 Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests MICHAEL BOROWY DAL YONG JIN Simon Fraser University This article sets out to historicize the development of e-sport (organized competitive digital gaming) in the early 1980s using three new conceptual frameworks. We identify e-sport as an accompaniment of the broader embryonic gamer culture, a hallmark of the “experience economy” concept, and as a succession of consumer practices whose development was coterminous with the rise of event marketing as a leading promotional business strategy. By examining the origins of e-sport as both a marketized event and experiential commodity, we see this period as a transitory era bridging different phases in the areas of sports, marketing, and technology, resulting in the expansion of competitive cyberathleticism. Keywords: e-sport, professional gamer, arcade, experience economy, event marketing, video games, public events Introduction In the early 2000s, competitive player-versus-player digital game play (henceforth e-sports) has been a heavily promoted feature of overall gamer culture. Although e-sport—known as an electronic sport and the leagues in which players compete through networked games and related activities (Jin, 2010)— has existed since the early 1980s, the increased attention toward the activity in the 21st century has signaled that the gaming industry is adopting more flexible avenues of public event consumption with the goal of generating higher profit margins. While stand-alone e-sports events are common, their use as adjuncts of other industry events, including major trade shows, press conferences, and even traveling orchestras, demonstrates that competitive gaming continues to play a major role in the machinery of game industry event marketing. -
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. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Ranking of Stocks by Market Capitalization(As of End of Jan.2018)
Ranking of Stocks by Market Capitalization(As of End of Jan.2018) 1st Section Rank Code Issue Market Capitalization \100mil. 1 7203 TOYOTA MOTOR CORPORATION 244,072 2 8306 Mitsubishi UFJ Financial Group,Inc. 115,139 3 9437 NTT DOCOMO,INC. 105,463 4 9984 SoftBank Group Corp. 98,839 5 6861 KEYENCE CORPORATION 80,781 6 9432 NIPPON TELEGRAPH AND TELEPHONE CORPORATION 73,587 7 9433 KDDI CORPORATION 71,225 8 7267 HONDA MOTOR CO.,LTD. 69,305 9 8316 Sumitomo Mitsui Financial Group,Inc. 68,996 10 7974 Nintendo Co.,Ltd. 67,958 11 7182 JAPAN POST BANK Co.,Ltd. 66,285 12 6758 SONY CORPORATION 65,927 13 6954 FANUC CORPORATION 60,146 14 7751 CANON INC. 58,005 15 6902 DENSO CORPORATION 54,179 16 4063 Shin-Etsu Chemical Co.,Ltd. 53,624 17 8411 Mizuho Financial Group,Inc. 52,124 18 6594 NIDEC CORPORATION 52,025 19 9983 FAST RETAILING CO.,LTD. 51,647 20 4502 Takeda Pharmaceutical Company Limited 50,743 21 7201 NISSAN MOTOR CO.,LTD. 49,108 22 8058 Mitsubishi Corporation 48,497 23 2914 JAPAN TOBACCO INC. 48,159 24 6098 Recruit Holdings Co.,Ltd. 45,095 25 5108 BRIDGESTONE CORPORATION 43,143 26 6503 Mitsubishi Electric Corporation 42,782 27 9022 Central Japan Railway Company 42,539 28 6501 Hitachi,Ltd. 41,877 29 9020 East Japan Railway Company 41,824 30 6301 KOMATSU LTD. 41,162 31 3382 Seven & I Holdings Co.,Ltd. 39,765 32 6752 Panasonic Corporation 39,714 33 4661 ORIENTAL LAND CO.,LTD. 38,769 34 8766 Tokio Marine Holdings,Inc. -
Atari-ST-Internals.Pdf
INTERNALS The authoritative insider's guide By K. Gerits, L. Englisch, R. Bruckmann A Data Becker Book Published by Abacus Software Third Printing, July 1986 Printed in U.S.A. Copyright © 1985 Data Becker GmbH Merowingerstr.30 4000 Dusseldorf, West Germany Copyright © 1985 Abacus Software, Inc. P.O. Box 7219 Grand Rapids, MI 49510 This book is copyrighted. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior written permission of Abacus Software or Data Becker, GmbH. Every effort has been made to insure complete and accurate information concerning the material presented in this book. However Abacus Software can neither guarantee nor be held legally responsible for any mistakes in printing or faulty instructions contained in this book. The authors will always appreciate receiving notice of subsequent mistakes. ATARI, 520ST, ST, TOS, ST BASIC and ST LOGO are trademarks or registered trademarks of Atari Corp. GEM, GEM Draw and GEM Write are trademarks or registered trademarks of Digital Research Inc. IBM is a registered trademark of International Business Machines. ISBN 0-916439-46-1 Table of Contents 1 The Integerated Circuits 1 1.1 The 68000 Processor 3 1.1.1 The 68000 Registers 4 1.1.2 Exceptions on the 68000 7 1.1.3 The 68000 Connections 7 1.2 The Custom Chips 13 1.3 The WD 1772 Floppy Disk Controller 20 1.3.1 1772 Pins 20 1.3.2 1772 Registers 24 1.3.3 Programming the FDC 25 1.4 The MFP 68901 28 1.4.1 68901 Connections 28 1.4.2 The MFP Registers 32 1.5 The 6850 ACIAs 41 1.5.1 The Pins of the 6850 41 1.5.2 The Registers of the 6850 44 1.6 The YM-2149 Sound Generator 48 1.6.1 Sound Chip Pins 50 1.6.2 The 2149 Registers and their Functions 52 1.7 I/O Register Layout of the ST 55 2 The Interfaces 65 2.1 The Keyboard . -
Arcade-Style Game Design: Postwar Pinball and The
ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES A Thesis Presented to The Academic Faculty by Christopher Lee DeLeon In Partial Fulfillment of the Requirements for the Degree Master of Science in Digital Media in the School of Literature, Communication and Culture Georgia Institute of Technology May 2012 ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES Approved by: Dr. Ian Bogost, Advisor Dr. John Sharp School of LCC School of LCC Georgia Institute of Technology Georgia Institute of Technology Dr. Brian Magerko Steve Swink School of LCC Creative Director Georgia Institute of Technology Enemy Airship Dr. Celia Pearce School of LCC Georgia Institute of Technology Date Approved: March 27, 2012 In memory of Eric Gary Frazer, 1984–2001. ACKNOWLEDGEMENTS I would like to thank: Danyell Brookbank, for companionship and patience in our transition to Atlanta. Ian Bogost, John Sharp, Brian Magerko, Celia Pearce, and Steve Swink for ongoing advice, feedback, and support as members of my thesis committee. Andrew Quitmeyer, for immediately encouraging my budding pinball obsession. Michael Nitsche and Patrick Coursey, for also getting high scores on Arnie. Steve Riesenberger, Michael Licht, and Tim Ford for encouragement at EALA. Curt Bererton, Mathilde Pignol, Dave Hershberger, and Josh Wagner for support and patience at ZipZapPlay. John Nesky, for his assistance, talent, and inspiration over the years. Lou Fasulo, for his encouragement and friendship at Sonic Boom and Z2Live. Michael Lewis, Harmon Pollock, and Tina Ziemek for help at Stupid Fun Club. Steven L. Kent, for writing the pinball chapter in his book that inspired this thesis. -
Artificial Intelligence in Racing Games
BSc in Artificial Intelligence and Computer Science ABDAL MOHAMED BSc in Artificial Intelligence and Computer Science Sections 1. History of AI in Racing Games 2. Neural Networks in Games BSc in Artificial Intelligence and Computer Science BSc in Artificial Intelligence and Computer Science History Gran Trak 10 Single-player racing arcade game released by Atari in 1974 Did not have any AI Pole Position Single- player racing game released by Namco in 1982 Considered first racing game with AI BSc in Artificial Intelligence and Computer Science History Super Mario Kart Addition of Power Ups Released in 1992 for the Super Nintendo Entertainment System. Driver Free- form World 1998 video game developed by Reflections Interactive Vehicular Combat: Power Ups + Free Form World BSc in Artificial Intelligence and Computer Science Simple Areas of AI in Racing Games 1. Steering Sort of Basic Used in Formula One-Built to win, GTA3 2001 for background animation purpose. 2. Pathfinding Becomes more free-form world Would need to make decision on where to go. Need to find the best path between two points, avoiding any obstacles. BSc in Artificial Intelligence and Computer Science Steering + Racing Lines Racing Lines methods was used extensively until there was CPU power to do something else. It is just a drawn line in which the cars follow that line or stuck to that line. It uses Spline, where addition information such as velocity is included. Advantage It is very easy to create cheap spine creation tool Disadvantage Very limited- and gets very difficult Not very realistic- as car follows line, no response to deflection BSc in Artificial Intelligence and Computer Science Pathfinding + Tactical AI Racing line does not really work with free-form world so one of the solutions is having set path to where the car/ character is fleeing. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts.