Curriculum Integration
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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.). -
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 ............. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
Procedural Audio for Video Games
Procedural Audio for Video Games: Are we there yet ? Nicolas Fournel – Principal Audio Programmer Sony Computer Entertainment Europe Overview • What is procedural audio ? • How can we implement it in games ? • Pre-production • Design • Implementation • Quality Assurance What is Procedural Audio ? First, a couple of definitions… Procedural refers to the process that computes a particular function Procedural content generation generating content by computing functions Procedural techniques in other domains Landscape generation • Fractals (terrain) • L-systems (plants) • Perlin noise (clouds) Procedural techniques in other domains Texture generation • Perlin noise • Voronoi diagrams Procedural techniques in other domains City creation (e.g. CityEngine) Procedural techniques in other domains • Demo scene: 64 Kb / 4Kb / 1 Kb intros • .kkrieger: 3D first person shooter in 96K from Farbrausch Procedural content in games A few examples: • Sentinel • Elite • DEFCON • Spore • Love Present in some form or another in a lot of games What does that teach us ? Procedural content generation is used: • due to memory constraints or other technology limitations • when there is too much content to create • when we need variations of the same asset • when the asset changes depending on the game context What does that teach us ? • Data is created at run-time • Is based on a set of rules • Is controllable by the game engine Defining Procedural Audio For sound effects: • Real-time sound synthesis • With exposed control parameters • Examples of existing systems: • Staccato Systems: racing and footsteps • WWISE SoundSeed (Impact and Wind / Whoosh) • AudioGaming Defining Procedural Audio For dialogue: • real-time speech synthesis e.g. Phonetic Arts, SPASM • voice manipulation systems e.g. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
The Platform Culture of Intellivision
Implementing Intelligence: The Platform Culture of Intellivision Tom Boellstorff The University of California, Irvine Department of Anthropology 3151 Social Science Plaza Irvine, CA 92697-5100 949-824-9944 [email protected] Braxton Soderman The University of California, Irvine Department of Film and Media Studies 2000 Humanities Gateway Irvine, California 92697-2435 949-824-3532 [email protected] Keywords Platform, Platform Studies, Intellivision, Intelligence, Artificial Intelligence, Aesthetics INTRODUCTION The Intellivision home game console, developed by Mattel Electronics in the late 1970s and early 1980s, is an understudied platform in the history of video games. The portmanteau “Intellivision” invokes the idea of an “intelligent television” while also alluding to the system’s intelligent vision as a game console. The system’s name functioned as a marketing maneuver that fought two-fronts simultaneously: elevating the system above the more popular (but less technologically sophisticated) Atari VCS while remediating the television (understood pejoratively as the idiot box). Yet, beyond these obvious implications, we argue that Mattel Electronics cultivated an aesthetics and pragmatics of intelligence that shaped the entire Intellivision platform: from the initial hardware design that sought to produce “sophisticated game play” (Chandler, 1982) to the design of the system’s unique controllers that resembled touch-button phones, from its library of games that often redefined play through notions of seriousness, strategy, education, and simulation to Mattel’s embrace of a modular and extendable platform that promoted an aesthetic of augmented intelligence through various peripheral devices. If the Intellivision did not have the processing power and memory for encoding complex artificial intelligence, then how was “intelligence” implemented into the system? This paper explores how cultural assumptions about intelligence were expressed within a platform containing severe technical limitations. -
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 -
The Real Inventors of Arcade Videogames Copy
1. The “real” Inventors of Arcade Videogames? As more and more of the early history of videogames comes to light, perceptions of who did what and when keep changing. For example: In a recent paper written by Professor Henry Lowood (Curator for History of Science & Technology Collections; Germanic Collections; Film & Media Collections, Stanford University) entitled “Meditations about Pong from different perspectives”, he reminds us of the story of the summer project of a “recently” (1970) graduated SAIL (Stanford University) student, Bill Pitts, and his friend, Hugh Tuck, as follows: “ The Galaxy Game was a coin-operated computer game for the newly released PDP 11/20, DEC's first 16-bit computer. DEC had fit the PDP 11 into a relatively small box and listed it for a mere $20,000, hoping thereby to open "new markets and new applications." Pitts and Tuck formed a company called Computer Recreations, bought the low-end version of the PDP-11 for only $13,000 and converted the PDP-10 version Spacewar! for this machine, including a Hewlett-Packard vector display, wooden cabinet, and other parts, their expenses came to roughly $20,000. In September 1971, they installed it in Stanford’s student union, where a later version that supported up to four monitors (eight players) could be found until 1979. The Galaxy Game was faithful not only to Spacewar!, but also to the player community (university students and computer engineers) and technical configuration (software code, vector displays, timesharing, etc.) that produced it” Is this not still another story describing the invention of the arcade videogame? So who was really “first”...as if it mattered if they did it independently. -
Download of Triples in RDF- XML Form
UC Santa Cruz Library Staff Presentations and Research Title Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS Permalink https://escholarship.org/uc/item/36n779t4 Journal Journal of Library Metadata, 16(1) ISSN 1938-6389 1937-5034 Authors Kaltman, Eric Wardrip-fruin, Noah Mastroni, Mitch et al. Publication Date 2016-06-21 DOI 10.1080/19386389.2016.1167494 Peer reviewed eScholarship.org Powered by the California Digital Library University of California Journal of Library Metadata ISSN: 1938-6389 (Print) 1937-5034 (Online) Journal homepage: http://www.tandfonline.com/loi/wjlm20 Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS Eric Kaltman, Noah Wardrip-fruin, Mitch Mastroni, Henry Lowood, Greta De groat, Glynn Edwards, Marcia Barrett & Christy Caldwell To cite this article: Eric Kaltman, Noah Wardrip-fruin, Mitch Mastroni, Henry Lowood, Greta De groat, Glynn Edwards, Marcia Barrett & Christy Caldwell (2016) Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS, Journal of Library Metadata, 16:1, 1-22, DOI: 10.1080/19386389.2016.1167494 To link to this article: https://doi.org/10.1080/19386389.2016.1167494 Published online: 21 Jun 2016. Submit your article to this journal Article views: 470 View Crossmark data Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalCode=wjlm20 Journal of Library Metadata, 16:1–22, 2016 Published with license by Taylor & Francis -
Premiere Issue Monkeying Around Game Reviews: Special Report
Atari Coleco Intellivision Computers Vectrex Arcade ClassicClassic GamerGamer Premiere Issue MagazineMagazine Fall 1999 www.classicgamer.com U.S. “Because Newer Isn’t Necessarily Better!” Special Report: Classic Videogames at E3 Monkeying Around Revisiting Donkey Kong Game Reviews: Atari, Intellivision, etc... Lost Arcade Classic: Warp Warp Deep Thaw Chris Lion Rediscovers His Atari Plus! · Latest News · Guide to Halloween Games · Win the book, “Phoenix” “As long as you enjoy the system you own and the software made for it, there’s no reason to mothball your equipment just because its manufacturer’s stock dropped.” - Arnie Katz, Editor of Electronic Games Magazine, 1984 Classic Gamer Magazine Fall 1999 3 Volume 1, Version 1.2 Fall 1999 PUBLISHER/EDITOR-IN-CHIEF Chris Cavanaugh - [email protected] ASSOCIATE EDITOR Sarah Thomas - [email protected] STAFF WRITERS Kyle Snyder- [email protected] Reset! 5 Chris Lion - [email protected] Patrick Wong - [email protected] Raves ‘N Rants — Letters from our readers 6 Darryl Guenther - [email protected] Mike Genova - [email protected] Classic Gamer Newswire — All the latest news 8 Damien Quicksilver [email protected] Frank Traut - [email protected] Lee Seitz - [email protected] Book Bytes - Joystick Nation 12 LAYOUT/DESIGN Classic Advertisement — Arcadia Supercharger 14 Chris Cavanaugh PHOTO CREDITS Atari 5200 15 Sarah Thomas - Staff Photographer Pong Machine scan (page 3) courtesy The “New” Classic Gamer — Opinion Column 16 Sean Kelly - Digital Press CD-ROM BIRA BIRA Photos courtesy Robert Batina Lost Arcade Classics — ”Warp Warp” 17 CONTACT INFORMATION Classic Gamer Magazine Focus on Intellivision Cartridge Reviews 18 7770 Regents Road #113-293 San Diego, Ca 92122 Doin’ The Donkey Kong — A closer look at our 20 e-mail: [email protected] on the web: favorite monkey http://www.classicgamer.com Atari 2600 Cartridge Reviews 23 SPECIAL THANKS To Sarah. -
Oral History of Ted Dabney; 2012-07-16
Oral History of Samuel F. (Ted) Dabney Interviewed by: Chris Garcia Recorded: July 16, 2012 Mountain View, California CHM Reference number: X6557.2013 © 2012 Computer History Museum Oral History of Ted Dabney Garcia: We are here on July 16, 2012 with Mr. Ted Dabney. Okay, so let’s just start with a little bit of early stuff. When and where were you born? Dabney: San Francisco. Garcia: Local boy. Dabney: Yes. Garcia: Oh, okay, and that was in the— Dabney: Year of 1937. I was born 12 days before the Golden Gate Bridge and I was in a baby buggy going across it. <laughs> Garcia: Wow, good call. Okay, and did you go to school in San Francisco? Did you grow up there? Dabney: I went to school— well, I went to a lot of schools. My first high school was Las Gatos and then when I moved back to San Francisco, I wasn’t very good academically so I went to a trade school at John O’Connell, took trade drafting because I didn’t know what I wanted to do, but I had had a course at Hunter’s Point. A friend of mine had gotten me into a course there where we studied analytic geometry. I didn’t know what it meant but I just loved the course, so when I got into John O’Connell, I took trade drafting because I didn’t know what I wanted to do but I knew I was going to have to draw it. <laughs> Then, in fact actually while I was at John O’Connell, I was 16 years old.