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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.). -
Anywhere, Anydevice Gaming Siddharth Singh
Anywhere, Anydevice Gaming Siddharth Singh, Soh Chor Kiong Ricky, Adrian David Cheok Human Interface Technology Laboratory Department of Electrical & Computer Engineering National University of Singapore, Singapore fg0202382,eng00673,[email protected] ABSTRACT This poster describes a multi-player networked Pong game that can be played in real-time on mobile devices and sta- tionary PCs. Through this game we intend to explore the realm of the next generation of games which, we believe, will incorporate elements of mobility, multiple connectiv- ity methods and playability on different types of devices. The system comprises the Sony-Ericsson P800 phone, a cen- tral game server, and personal computers. The client-server model has been used so that all interaction is done through the game server. The server can host multiple games at the same time. Each game has two players and a number of spectators who can view the game. The spectators can in- teract with each other using text messages. The Pong game is not the end to itself. This work is the core of an ongo- ing research project on multiple platform, multiple player mobile entertainment. Figure 1: Anywhere Gaming system Categories and Subject Descriptors H.4 [Information Systems Applications]: Miscellaneous; Corporation released the PocketStation for its highly popu- C.2.4 [Distributed Systems]: Distributed Applications; lar game console Sony Playstation [5] in 1999. PocketStation K.8.0 [General]: Games allows users to save their game data from the PlayStation and play the game on the portable PocketStation. These Keywords devices enable players to continue the same game on two Mobile gaming, cross-device gaming, network gaming different devices, and thus are a step forward towards any- where gaming. -
SIXAXIS Quadcopter George Allen, Mark Alitawi, Cory Gordinier {Geoallen, Malitawi, Cgordini}@Umich.Edu
Electrical Engineering and Computer Science EECS373 - Design of Microprocessor-Based Systems SIXAXIS Quadcopter George Allen, Mark Alitawi, Cory Gordinier {geoallen, malitawi, cgordini}@umich.edu Introduction: Quad-motor vehicle controlled with PlayStation SIXAXIS controller • Quadcopter: Rotorcraft propelled by four rotors • SIXAXIS: PS3 controller with built-in single-axis gyroscope and three-axis accelerometer, analog and digital buttons. Communicates over Bluetooth or USB. • Combined: Non-autonomous quadcopter controlled with Bluetooth radio Problem Description: Making vehicles fly is hard!! • Flight controls are very difficult to implement • Over-compensated feedback from PID controller can lead to crashing • PS3 controller solely designed for communicating with a PS3 console Proposed Solution: Open source flight controls Hardware: • Pololu MinIMU-9 v2 • Inertial Measurement Unit • Provides aircraft data for maintaining stable flight • Bosch BMP085 • Barometric pressure sensor • Provides altitude readings • ArduPilot Mega v1 • Arduino microcontroller • Programmed to manage stabilization and navigation of aircraft Software: • Supplied Code: Pololu MinIMU-9 v2 Bosch BMP085 • Ardupilot flight controls • 3 Axis Gyroscope • Barometric Pressure Sensor http://code.google.com/p/arducopter/ • 3 Axis Accelerometer • Temperature Sensor • 3 Axis Magnetometer • I2C Interface • I2C Interface • Our Code: • AP_InertialSensor_MinIMU9 • AP_Compass ArduPilot Mega • 16MHz ATMega 2560 • Altered configuration files to allow for operation • ATMega 328 with our sensors • 16 Analog Inputs (ADC on each) • 40 Digital Inputs/Outputs • 256K Flash Conclusion: Issues integrating our sensors • 8K SRAM • 4k EEPROM • Supplied ArduPilot flight controls are pre-configured to work with specific components • Difficulty in integrating our code into existing program to operate with our devices . -
Harmony Cartridge Online Manual
A new way to experience the Atari 2600. © Copyright 2009-2011 – AtariAge (atariage.com) Second printing Contents Introduction ____________________________________ 1 Getting Started with Harmony _______________________ 1 Harmony Firmware Upgrading ______________________ 3 Frequently Asked Questions ________________________ 5 Harmony File Extensions __________________________ 8 Harmony Technical Specifications ____________________ 9 Acknowledgments _______________________________ 9 Introduction The Harmony cartridge is a programmable add-on for the Atari 2600 console that allows you to load an entire library of games into a single cartridge and then select which title you want to play from a friendly, on-screen menu interface. It features an SD card interface, making it simple to access the large library of Atari 2600 software. The Harmony cartridge supports almost all of the titles that have been produced for the Atari 2600. It can also be used to run your own Atari 2600 game creations on a real console. The Harmony cartridge is flash-upgradeable, and will be updated to support future Atari 2600 developments. SD card slot Mini-B USB port Back edge of Harmony Cart This guide tells you how to make the most of your Harmony cartridge. It should be read thoroughly before the cartridge is used for the first time. Your Harmony cartridge will provide you with many years of Atari 2600 enjoyment. The following equipment is required to use the Harmony cartridge: 1) An Atari 2600, Atari 7800 or other Atari 2600-compatible console. 2) A Windows, Macintosh or Linux-based computer to transfer data onto the SD card. 3) An SD card adapter for your computer. 4) An SD or SDHC card up to 32GB capacity. -
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. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
The Distribution and Marketing of the Sony Playstation
Bringing the Sony Playstation to Japan: A Case of Business Fitting the Technology Zhong-Min Hu SUID: 04836359 STS 145 Case History March 16, 2003 A Decisive Day in Console History: December 3, 1994 will be remembered as a decisive day in the history of console gaming. It was on this day that Ken Kutaragi’s technological brainchild, the Sony Playstation, shown below in Figure 1, stormed Japan, selling 100,000 of its initial 300,000 units in a single day. Hundreds of Japanese lined outside game stores everywhere in Japan, gobbling up the precious machines with no attention given to their price. (Asakura 52) By 1998, the Playstation had sold more than 40 million units worldwide. (Lowood) It effectively dethroned the Nintendo kingdom, at one point prompting Nintendo’s proud patriarch, Hiroshi Yamauchi to admit, “Sony is dominating the market, and Nintendo has fallen behind in the race. When I go to Akihabara, I get the Figure 1: More than one third of the initial 300,000 Playstation units were sold in the first day alone. impression that the Nintendo 64 is going to be obliterated.” (Asakura 139) The story behind the rise of the Playstation phoenix from the ashes of a humiliating rejection at the hands of Nintendo is indeed complex. To be sure, the technology brought to life by Kutaragi was historically unprecedented in that the Playstation outperformed every console that had previously existed. And it is true that all successes begin with good technology, but the Playstation had the added advantage of a business model that was well suited to the technology. -
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. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Playstation 3 (PS3)
Parental controls guide Playstation 3 (PS3) Parental Controls information Type of guide Gaming consoles and platforms Features and Benefits The PS3 Parental Controls allow you to restrict games and DVDs with mature content, use of the internet browser and how your child can chat and interact on the PlayStation Network. What specific content can I restrict? Browser Access Chatting Game Ratings Inappropriate content Online games Privacy and identity theft Purchasing What do I need? Access to the PlayStation 3 console. Playstation 3 (PS3) Step by step guide 1 From the main menu navigate left/right to select “Settings” and then scroll down to “Security Settings” and press the X button. Playstation 3 (PS3) Step by step guide 2 Select “Change Password”. Playstation 3 (PS3) Step by step guide 3 Enter your current password (the default passcode is 0000). Playstation 3 (PS3) Step by step guide 4 Enter your new 4 digit passcode and then confirm that you want to change the passcode. Playstation 3 (PS3) Step by step guide 5 Scroll down to “BD – Parental Control” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 6 On the “BD – Parental Control” screen you are able to restrict Blue-Ray Disc playback by age on supporting Blue-Ray Discs. Confirm your selection. Playstation 3 (PS3) Step by step guide 7 Scroll down to “BD/DVD – Parental Control Region Code” and press the X button. When prompted enter your PIN. Playstation 3 (PS3) Step by step guide 8 On the “BD/DVD – Parental Control Region Code” page you are required to set the region you are in which will allow the system to use age ratings relevant to your region. -
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. -
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.