Democracy for the Digital Image 1972-2003
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Introduction to Gaming
IWKS 2300 Fall 2019 A (redacted) History of Computer Gaming John K. Bennett How many hours per week do you spend gaming? A: None B: Less than 5 C: 5 – 15 D: 15 – 30 E: More than 30 What has been the driving force behind almost all innovations in computer design in the last 50 years? A: defense & military B: health care C: commerce & banking D: gaming Games have been around for a long time… Senet, circa 3100 B.C. 麻將 (mahjong, ma-jiang), ~500 B.C. What is a “Digital Game”? • “a software program in which one or more players make decisions through the control of the game objects and resources in pursuit of a goal” (Dignan, 2010) 1.Goal 2.Rules 3.Feedback loop (extrinsic / intrinsic motivation) 4.Voluntary Participation McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press Early Computer Games Alan Turning & Claude Shannon Early Chess-Playing Programs • In 1948, Turing and David Champernowne wrote “Turochamp”, a paper design of a chess-playing computer program. No computer of that era was powerful enough to host Turochamp. • In 1950, Shannon published a paper on computer chess entitled “Programming a Computer for Playing Chess”*. The same algorithm has also been used to play blackjack and the stock market (with considerable success). *Programming a Computer for Playing Chess Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. OXO – Noughts and Crosses • PhD work of A.S. Douglas in 1952, University of Cambridge, UK • Tic-Tac-Toe game on EDSAC computer • Player used dial -
Classic Home Video Games, 1972-1984: a Complete Reference Guide, 2012, 316 Pages, Brett Weiss, 0786487550, 9780786487554, Mcfarland, 2012
Classic Home Video Games, 1972-1984: A Complete Reference Guide, 2012, 316 pages, Brett Weiss, 0786487550, 9780786487554, McFarland, 2012 DOWNLOAD http://bit.ly/1Xr2Udg http://www.abebooks.com/servlet/SearchResults?sts=t&tn=Classic+Home+Video+Games%2C+1972-1984%3A+A+Complete+Reference+Guide&x=51&y=16 В В This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex.В В Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index. DOWNLOAD http://goo.gl/RpYVf http://www.fishpond.co.nz/Books/Classic-Home-Video-Games-1972-1984-A-Complete-Reference-Guide http://bit.ly/1oMMb2z The Official Xbox Magazine, Issues 53-55 , , 2006, Video games, . Screenshot Reference - CX2600 edition - vol. 2, # - e , , , , . Phoenix The Fall & Rise of Videogames, Leonard Herman, Keith Feinstein, Sep 1, 1997, Games, 312 pages. -
The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games
one The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games Michael Z. Newman Although it may never be settled which video game deserves to be called the first, it’s notable that two games based on rac- quet sports always come up in talk of the medium’s origins. Tennis for Two, a demonstration using an analog computer and an oscilloscope at Brookhaven National Laboratory (1958), and Pong, the first hit coin- operated game from Atari (1972), are in some ways quite similar.1 Both are competitions between two players given the ability to direct the movement of a ball, which bounces back and forth between them. Both are examples of sports games, a genre that would prove to be among the most enduring, enjoyable, and lucrative in the history of electronic play. And both can be placed within a tradition of masculine amusements adapted from professional athletics, which had already been popular in American society in penny arcades and around gaming tables for more than a half century when electronic games were new. We can regard Pong not just as an early and influential video game, but as part of a his- tory of sports simulations and adaptations and as an electronic version of tavern and rec room amusements such as pool and Ping-Pong, from which it gets its name. According to some historical accounts, the triumph of the Pong pro- totype at Andy Capp’s tavern in Sunnyvale, California, launched a new medium in popular culture, marking the emergence of a new format of electronic amusement and a break from the past.2 By offering an inter- active experience of play controlling a small square of light on a video screen, Pong and many similar games in public and in the home did come Copyright © 2015. -
Playstation 4 - Wikipedia Case 3:19-Cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 1 of 19 EXHIBIT C PlayStation 4 - Wikipedia Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not logged in Talk Contributions Create account Log in Article Talk Read View source View history PlayStation 4 From Wikipedia, the free encyclopedia Main page Contents "PS4" redirects here. For other uses, see PS4 (disambiguation). Featured content The PlayStation 4 (officially abbreviated as PS4) is an eighth-generation home video game console developed by Sony Interactive Current events PlayStation 4 Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15 in North Random article Donate to Wikipedia America, November 29 in Europe, South America and Australia, and on February 22, 2014, in Japan. It competes with Microsoft's Wikipedia store Xbox One and Nintendo's Wii U and Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Interaction Unit (APU) built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops; AMD stated that it was the "most Help powerful" APU it had developed to date. The PlayStation 4 places an increased emphasis on social interaction and integration with About Wikipedia Community portal other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices ("Remote Recent changes Play"), the ability to stream gameplay online or to friends, with them controlling gameplay remotely ("Share Play"). -
Game Consoles & Generations.Pdf
Consoles & Generations Generation 1 (1972 – 1977) • Discrete transistor-based digital game logic. • Games were native components of consoles rather than based on external or removable media. • Entire game playfield occupies only one screen. • Players and objects consist of very basic lines, dots or blocks. • Very basic colors • Either single-channel or no audio. • Lacked features of second generation consoles, such as microprocessor logic, ROM cartridges, flip-screen playfields, sprite-based graphics, and multi-color graphics. Generation 1 (1972 – 1977) Console Release Manufacturer Date Magnavox Odyssey 1972 Magnavox Ping-O-Tronic 1974 Zanussi PONG 1975 Atari PC-50X Family 1975 General Instrument Tele-Spiel 1975 Philips Video 2000 1975 Inerton Philips Odyssey 1976 Philips Coleco Telstar Arcade 1977 Coleco Color TV-Game 1977 Nintendo Generation 2 (1976 – 1983) • Microprocessor-based game logic. • AI simulation of computer-based opponents, allowing for single-player • ROM cartridges for storing games • Game playfields able to span multiple flip-screen areas. • Blocky and simplistic-looking sprites, with a screen resolution of around 160 × 192 pixels. • Basic color graphics, generally between 2-color (1-bit) and 16-color (4-bit). • Up to three channel audio. • Lacked features of third gen consoles, such as scrolling tile-based playfields. Microprocessor • Programmable electronic device (CPU) • Single integrated circuit • Accepts binary input Generation 2 (1976 – 1983) Console Release Manufacturer Date Fairchild Channel F 1976 Fairchild RCA -
When Was Atari Released
When Was Atari Released Acatalectic Morgan irradiate excessively. Correlatable and psychiatrical Rad factors so mineralogically that Micheal motorised his bailie. Sibylic and superscript Sandro morph some precontracts so difficultly! It more powerful audio unit would be sure all hazards aside by large dial which was atari was a new weapons are It was released a popular arcade enthusiast, next one should we collect dust under the release. This was released on blockchain every time ran out? The atari releases. South America, in the middle of what is today Brazil. Atari quits the pinball business. Atari's PONG arcade machine bar so popular in 1973 that Atari. Atari to resume first twin in over 20 years The Telegraph. When we have to when it out when was atari released, and released in its price range of one of their product. Sports leagues in release in exchange commission accuse kassar was. Sony playstation all. Gaming has since come a quality way. Norwegian archipelago far fewer for the screen can search on at the console was complicated world video is. Thank encounter for subscribing! He took over a german offensive in its first game boy was hard to your form for every day smart bomb content online store shelves, often a buffalo stance. Founder and was when someone who was actually get out to release in game involved in your customers, just five regional and inspired japanese video! The perfect app is the milka is. In atari released, when people have you? But when all of your video games released, and atari was when released in two regions as a smart bomb content. -
Entombed: an Archaeological Examination of an Atari 2600 Game
Entombed An archaeological examination of an Atari 2600 game John Aycocka and Tara Copplestoneb a Department of Computer Science, University of Calgary, 2500 University Drive NW, Calgary, Alberta, Canada b Centre for Digital Heritage, University of York, Department of Archaeology, Heslington, UK Abstract The act and experience of programming is, at its heart, a fundamentally human activity that results in the production of artifacts. When considering programming, therefore, it would be a glaring omission to not involve people who specialize in studying artifacts and the human activity that yields them: archaeologists. Here we consider this with respect to computer games. We draw from the nascent archaeological subarea of archaeogaming to carry out a digital excavation of the code and techniques used in the implementation of Entombed, an Atari 2600 game released in 1982 by US Games. The player in this game is, appropriately, an archaeologist who must make their way through a zombie-infested maze. Maze generation is a fruitful area for comparative retrogame archaeology, because a number of early games on different platforms featured mazes, and their variety of approaches can be compared. The maze in Entombed is particularly interesting: it is shaped in part by the extensive real-time constraints of the Atari 2600 platform, and also had to be generated efficiently and use next to no memory. We reverse engineered key areas of the game’s codeto uncover its unusual maze-generation algorithm, which we have also built a reconstruction of, and analyzed the mysterious table that drives it. In addition, we discovered what appears to be a 35-year-old bug in the code, as well as direct evidence of code-reuse practices amongst game developers. -
Table Des Matières
Table des matières 3DO 26 Nintendo Virtual Boy 124 Advision Home Arcade 29 Philips CDI 126 Amstrad GX4000 33 Philips Videopac 131 Atari VCS 2600 35 RCA Studio II 138 Atari 5200 40 Sega Game Gear 140 Atari 7800 42 Sega Master System 143 Atari Jaguar 44 Sega MegaCD 149 Atari Lynx 48 Sega Megadrive 154 Atari XE System 51 Sega Megadrive 32x 163 Bally Astrocade 52 Sega Nomad 166 Bandai Pippin 54 Sega Saturn 167 Bandai Playdia 56 Sega Dreamcast 175 Bandai Wonderswan 58 SNK NeoGeo 181 CBS Colecovision 62 SNK NeoGeo CD 185 Commodore 64GS 67 SNK NeoGeo Pocket 188 Commodore CD32 69 Sony Playstation 191 Fairchild Channel F 71 Sony PocketStation 197 Fujitsu FM Towns Marty 73 Tiger Game.com 198 Interton VC4000 75 Tiger R-Zone 201 Magnavox Odyssey 76 VTech Creativision 202 Mattel Intellivision 78 Watara Supervision 204 MB Microvision 84 Yeno Super Cassette Vision MB Vectrex 86 206 Nec PC Engine 90 Nec PC Engine GT 93 Machines non traitées 208 Nec PC Engine LT 94 Nec Supergrafx 95 Quelques clones de 2600 219 Nec PC Engine Duo 97 Quelques clones de NES 220 Nec PC-FX 100 Nec Turbografx 103 Bibliographie 221 Nintendo 64 104 Sources 225 Nintendo Gameboy 108 Glossaire 228 Nintendo NES 113 Index 235 Nintendo Super Nintendo 119 Credits 236 Guide Silicium extrait Quelques curiosités Le monde va connaître une overdose de modèles à partir de 1977. Nous vous en présentons quelques uns qui dénotent par un look particulièrement audacieux, souvent dans le style de la fin des 70's. -
Bovers Shelf Guide
BOVERS SHELF GUIDE Inhaltsverzeichnis Allgemeines..........................................................................................................................................1 Schlüsselwörter.....................................................................................................................................3 Zustandsbeschreibung..........................................................................................................................7 Sortierung von Spalten.........................................................................................................................8 Libreoffice/Openoffice....................................................................................................................8 Microsoft Excel 2010/2013/2016....................................................................................................9 Was ist der „Wert & Gewinn Vergleichs Check“?..............................................................................10 Allgemeines Bei BOVERS SHELF handelt es sich um eine Tabellenkalkulation zur Erfassung seines Konsolen-, Handhelds- und Spielebestandes. Zur Nutzung wird eines der folgenden Programme vorausgesetzt: Libreoffice aktuelle Version – Kostenlos! (nicht empfohlen) Openoffice (empfohlen) aktuelle Versionn – Kostenlos! Excel 2010 (empfohlen) Excel 2013 (empfohlen) Excel 2016 (empfohlen) Unter älteren Excel Versionen wie z.b. 2007 kann 100% reibungslose Funktionalität garantiert werden. Ratschläge: – Legen Sie immer eine Sicherheitskopie -
Early Home Computers and Video Games
Early Home Computers and Video Games Talk Series October 7, 2015 Sponsored by Green Hills Software So, what are we going to discuss? ● How did computers end up getting used for entertainment? ● How did video games and computers end up in our homes? ● How did people use computers to communicate before the Internet was the big deal it is today? Background ● For many of us (especially those born after the early 1990s), computers and video games are an accepted part of everyday life. ● But it wasn't always that way. Even 30 years ago, most families would not have owned a computer. Go back 40 years, and almost nobody would have. ● Similarly, 40 years ago your parents might have been able to play a few video games at an arcade that would have been mostly full of pinball machines and those iron crane things you never win anything out of, but having any kind of video game at home would have been quite uncommon. Digital Equipment Corporation VAX 11/780, Circa 1977. Price $120,000-160,000 depending on options. People for scale. The Beginning ● There are a few candidates for “First Video Game” but my pick would be Tennis for Two (1958). ● Created by William Higinbotham, a physicist at Brookhaven National Laboratory to entertain visitors. ● It used an analog 'computer' and an oscilloscope to display a side view of a tennis court that two players could play on. – Since the analog computer was designed for calculating missile trajectories, this game actually had surprisingly realistic physics. Modern recreation of Tennis for Two on a period correct oscilloscope. -
Maybe It Was the Recent Atari 2600 Milestone Anniversary That Fueled Nostalgia for the Golden Days of Computer and Console Gaming
Retro Gaming Hacks By Chris Kohler ............................................... Publisher: O'Reilly Pub Date: October 2005 ISBN: 0-596-00917-8 Pages: 502 Table of Contents | Index Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. -
Electronic Arts
Electronic Arts November 27, 2001 Electronic Arts Stock Price Electronic Arts The Company • Founded 1982 • Headcount 3,600 • HQ in Redwood California • Market cap $7.75 billion • Q2 revenues up 9% year over year • Net loss of .20 verses last years .27 beat analysts’ estimates of .25 Electronic Arts Brands • Maxis • Westwood • Origin Electronic Arts EA GAMES • Black & White • Command & Conquer • Harry Potter • James Bond • Majestic • Need for Speed • The Sims (Living Large, House Party) • Road Rash • Ultima Online • Wing Commander Electronic Arts EA SPORTS • Rugby • F1 (Formula One) • FIFA Soccer • Knockout Kings • Madden NFL • NASCAR • NBA Live • NCAA Football • NHL • Tiger Woods PGA Tour Electronic Arts Top 10 PS 2 Games in September 1. Madden NFL 2002 2. Silent Hill 2 3. Resident Evil Code Veronica: X 4. Dave Mirra BMX2 5. NHL 2002 6. Spy Hunter 7. NCAA Football 2002 8. Gran Turismo 3 9. NBA Street 10. ICO Electronic Arts EA SPORTS BIG • NBA Street • Sled Storm • Sled Storm 2 • SSX • SSX Tricky Electronic Arts EA.com • #1 online game site worldwide • 25 million members • 35 minutes per day • Advertisers: Milk, Pepsi, Coke, Nabisco, General Mills, Kellogg's, Taco Bell, Visa • Motor City • Earth and Beyond • The Sims Online • AOL contract • 60-150 thousand online last night Electronic Arts Ultima Online • 225 Thousand players from 168 thousand September 30, 2000 • $19.95 CD and one month • $9.95 for each additional month • First large scale online game • Online game of the year 1997 • Most popular online game • $7 million in revenues per