When Was Atari Released
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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.). -
Alive Dead Media 2020: Tracker and Chip Music
Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. -
Taito Pinball Tables Volume 1 User Manual
TAITO PINBALL TABLES VOLUME 1 USER MANUAL For all Legends Arcade Family Devices © TAITO CORPORATION 1978, 1982, 1986, 1987 ALL RIGHTS RESERVED. Version 1.7 | September 1, 2021 Contents Overview ............................................................................................................1 DARIUS™ .............................................................................................................2 Description .......................................................................................................2 Rollovers ..........................................................................................................2 Specials ...........................................................................................................2 Standup Targets ................................................................................................. 2 Extra Ball .........................................................................................................2 Hole Score ........................................................................................................2 FRONT LINE™ ........................................................................................................3 Description .......................................................................................................3 50,000 Points Reward ...........................................................................................3 O-R-B-I-T Lamps ................................................................................................ -
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. -
Rétro Gaming
ATARI - CONSOLE RETRO FLASHBACK 8 GOLD ACTIVISION – 130 JEUX Faites ressurgir vos meilleurs souvenirs ! Avec 130 classiques du jeu vidéo dont 39 jeux Activision, cette Atari Flashback 8 Gold édition Activision saura vous rappeler aux bons souvenirs du rétro-gaming. Avec les manettes sans fils ou vos anciennes manettes classiques Atari, vous n’avez qu’à brancher la console à votre télévision et vous voilà prêts pour l’action ! CARACTÉRISTIQUES : • 130 jeux classiques incluant les meilleurs hits de la console Atari 2600 et 39 titres Activision • Plug & Play • Inclut deux manettes sans fil 2.4G • Fonctions Sauvegarde, Reprise, Rembobinage • Sortie HD 720p • Port HDMI • Ecran FULL HD Inclut les jeux cultes : • Space Invaders • Centipede • Millipede • Pitfall! • River Raid • Kaboom! • Spider Fighter LISTE DES JEUX INCLUS LISTE DES JEUX ACTIVISION REF Adventure Black Jack Football Radar Lock Stellar Track™ Video Chess Beamrider Laser Blast Asteroids® Bowling Frog Pond Realsports® Baseball Street Racer Video Pinball Boxing Megamania JVCRETR0124 Centipede ® Breakout® Frogs and Flies Realsports® Basketball Submarine Commander Warlords® Bridge Oink! Kaboom! Canyon Bomber™ Fun with Numbers Realsports® Soccer Super Baseball Yars’ Return Checkers Pitfall! Missile Command® Championship Golf Realsports® Volleyball Super Breakout® Chopper Command Plaque Attack Pitfall! Soccer™ Gravitar® Return to Haunted Save Mary Cosmic Commuter Pressure Cooker EAN River Raid Circus Atari™ Hangman House Super Challenge™ Football Crackpots Private Eye Yars’ Revenge® Combat® -
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. -
Dp Guide Lite Us
ColecoVision USA Digital Press GB I GB I GB I 2010: The Action Game/Coleco R4 Frogger/Parker Bros R1 Q*Bert's Qubes/Parker Bros R8 ADAM Diagnostic Cartridge/Coleco R9 Frogger II: Threeedeep!/Parker Br R5 Quest for Quintana Roo/Sunrise R5 Alcazar: The Forgotten Fortress/Te R2 Front Line/Coleco R2 River Raid/Activision R2 Alphabet Zoo/Spinnaker R5 Galaxian/Atarisoft R5 Robin Hood/Xonox R6 Amazing Bumpman/Telegames R5 Gateway to Apshai/Epyx R4 Roc ‘n Rope/Coleco R3 Antarctic Adventure/Coleco R3 Gorf/Coleco R2 Rock 'n Bolt/Telegames R2 Aquattack/Interphase R7 Gust Buster/Sunrise R5 Rocky Super Action Boxing/Coleco R2 Artillery Duel/Xonox R5 Gyruss/Parker Bros R4 Rolloverture/Sunrise R6 B.C. II: Grog's Revenge/Coleco R4 H.E.R.O./Activision R4 Sammy Lightfoot/Sierra R8 B.C.'s Quest for Tires/Sierra R3 Heist, The/Micro-Fun R4 Sector Alpha/Spectravision R7 Beamrider/Activision R4 Illusions/Coleco R5 Sewer Sam/Interphase R5 Blockade Runner/Interphase R6 It's Only Rock 'n Roll/Xonox R6 Sir Lancelot/Xonox R6 Boulder Dash/Telegames R7 James Bond 007/Parker Bros R4 Skiing/Telegames R5 Brain Strainers/Coleco R5 Jukebox/Spinnaker R6 Slither/Coleco R2 Buck Rogers: Planet of Zoom/Colec R2 Jumpman Jr./Epyx R4 Slurpy/Xonox R8 Bump 'n Jump/Coleco R4 Jungle Hunt/Atarisoft R6 Smurf: Paint 'n Play Workshop/Col R5 Burgertime/Coleco R3 Ken Uston's Blackjack/Poker/Colec R3 Smurf: Rescue in Gargamel's Castl R1 Cabbage Patch Kids Adventures in R3 Keystone Kapers/Activision R3 Space Fury/Coleco R2 Cabbage Patch -
Downloaded April 22, 2006
SIX DECADES OF GUIDED MUNITIONS AND BATTLE NETWORKS: PROGRESS AND PROSPECTS Barry D. Watts Thinking Center for Strategic Smarter and Budgetary Assessments About Defense www.csbaonline.org Six Decades of Guided Munitions and Battle Networks: Progress and Prospects by Barry D. Watts Center for Strategic and Budgetary Assessments March 2007 ABOUT THE CENTER FOR STRATEGIC AND BUDGETARY ASSESSMENTS The Center for Strategic and Budgetary Assessments (CSBA) is an independent, nonprofit, public policy research institute established to make clear the inextricable link between near-term and long- range military planning and defense investment strategies. CSBA is directed by Dr. Andrew F. Krepinevich and funded by foundations, corporations, government, and individual grants and contributions. This report is one in a series of CSBA analyses on the emerging military revolution. Previous reports in this series include The Military-Technical Revolution: A Preliminary Assessment (2002), Meeting the Anti-Access and Area-Denial Challenge (2003), and The Revolution in War (2004). The first of these, on the military-technical revolution, reproduces the 1992 Pentagon assessment that precipitated the 1990s debate in the United States and abroad over revolutions in military affairs. Many friends and professional colleagues, both within CSBA and outside the Center, have contributed to this report. Those who made the most substantial improvements to the final manuscript are acknowledged below. However, the analysis and findings are solely the responsibility of the author and CSBA. 1667 K Street, NW, Suite 900 Washington, DC 20036 (202) 331-7990 CONTENTS ACKNOWLEGEMENTS .................................................. v SUMMARY ............................................................... ix GLOSSARY ………………………………………………………xix I. INTRODUCTION ..................................................... 1 Guided Munitions: Origins in the 1940s............. 3 Cold War Developments and Prospects ............ -
Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002
Brian Sutton-Smith Library and Archives of Play Atari Coin-Op Division Corporate Records Finding Aid to the Atari Coin-Op Division Corporate Records, 1969-2002 Summary Information Title: Atari Coin-Op Division corporate records Creator: Atari, Inc. coin-operated games division (primary) ID: 114.6238 Date: 1969-2002 (inclusive); 1974-1998 (bulk) Extent: 600 linear feet (physical); 18.8 GB (digital) Language: The materials in this collection are primarily in English, although there a few instances of Japanese. Abstract: The Atari Coin-Op records comprise 600 linear feet of game design documents, memos, focus group reports, market research reports, marketing materials, arcade cabinet drawings, schematics, artwork, photographs, videos, and publication material. Much of the material is oversized. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Conditions Governing Access: At this time, audiovisual and digital files in this collection are limited to on-site researchers only. It is possible that certain formats may be inaccessible or restricted. Custodial History: The Atari Coin-Op Division corporate records were acquired by The Strong in June 2014 from Scott Evans. The records were accessioned by The Strong under Object ID 114.6238. -
Parasites — Excavating the Spectravideo Compumate
ghosts ; replicants ; parasites — Excavating the Spectravideo CompuMate These are the notes I used for my final presentation in the summer Media Archaeology Class, alongside images I used as slides. As such, they’re quite provisional, and once I have some time to hammer them into more coherent thoughts, I’ll update this post accordingly! So this presentation is about articulating and beginning the work of theorizing what I’m provisionally calling “computational parasites.” This is provisional because I don’t particularly like the term myself but I figured it would be good to give it a shorthand so I don’t have to be overvague or verbose about these objects and practices throughout this presentation. As most of you know, I came to this class with a set of research questions about a particular hack of the SNES game Super Mario World, wherein a YouTube personality was able to basically terraform the console original into playing, at least in form although we can talk about content, the iPhone game Flappy Bird. This video playing behind me is that hack. This hack is evocative for me for the way it’s 1) really fucking weird, in terms of pushing hardware and software to their limits, and 2) begins to help me think through ideas of the lifecycle of software objects, to pilfer a phrase from a Ted Chiang novella, and how these lifecycles are caught up in infrastructures of nostalgia, supply chains, and different kinds of materiality. But as fate would have it, I haven’t spent that much time with this hack this week because I got entranced by a different, just as weird object: the Spectravideo CompuMate. -
The Changing Role of Computer Game Designers
The advent of th e Apple II in the late '70's gave designers th e freedom to work on dedi- cated machines wher e no one could tell us that gaming was forbidden . Apple Trek, Wumpus, Eliza, Adventure, Rogue and Zork all came from mainframe games tha t The Changing Role of Computer made the transition to micros . It should be Game Designers noted that only in the By Don L. Daglow case of Zork did the designers have the foresight to maintai n control of their brainchild and successful- ly exploit it creatively and commercially . Page 42 Computer Gaming Worl d spread by word of mouth, and Atari had to absorb huge losses on returns . Score (I'm sure you've noticed that I'v e Over The River one for quality. made no reference to the Nintendo (Continued from page 18) craze that has repeated the Atari and Ironically, it was during the third era, a Mattel Phenomenon of 8 years ago. brief time in 1982-83, that game desig- That's because for American gam e ners finally began to get some of their designers the Nintendo is a non-event: each other and whomever we could talk just rewards . There is a story (perhaps virtually all the work to date has been to in local stores . It was not a good way apocryphal) that Pac-Man was finished at done in Japan . Only the future will tell to keep a finger on the pulse of the all only because of a special mid-projec t if the design process ever crosses th e market. -
A Page 1 CART TITLE MANUFACTURER LABEL RARITY Atari Text
A CART TITLE MANUFACTURER LABEL RARITY 3D Tic-Tac Toe Atari Text 2 3D Tic-Tac Toe Sears Text 3 Action Pak Atari 6 Adventure Sears Text 3 Adventure Sears Picture 4 Adventures of Tron INTV White 3 Adventures of Tron M Network Black 3 Air Raid MenAvision 10 Air Raiders INTV White 3 Air Raiders M Network Black 2 Air Wolf Unknown Taiwan Cooper ? Air-Sea Battle Atari Text #02 3 Air-Sea Battle Atari Picture 2 Airlock Data Age Standard 3 Alien 20th Century Fox Standard 4 Alien Xante 10 Alpha Beam with Ernie Atari Children's 4 Arcade Golf Sears Text 3 Arcade Pinball Sears Text 3 Arcade Pinball Sears Picture 3 Armor Ambush INTV White 4 Armor Ambush M Network Black 3 Artillery Duel Xonox Standard 5 Artillery Duel/Chuck Norris Superkicks Xonox Double Ender 5 Artillery Duel/Ghost Master Xonox Double Ender 5 Artillery Duel/Spike's Peak Xonox Double Ender 6 Assault Bomb Standard 9 Asterix Atari 10 Asteroids Atari Silver 3 Asteroids Sears Text “66 Games” 2 Asteroids Sears Picture 2 Astro War Unknown Taiwan Cooper ? Astroblast Telegames Silver 3 Atari Video Cube Atari Silver 7 Atlantis Imagic Text 2 Atlantis Imagic Picture – Day Scene 2 Atlantis Imagic Blue 4 Atlantis II Imagic Picture – Night Scene 10 Page 1 B CART TITLE MANUFACTURER LABEL RARITY Bachelor Party Mystique Standard 5 Bachelor Party/Gigolo Playaround Standard 5 Bachelorette Party/Burning Desire Playaround Standard 5 Back to School Pak Atari 6 Backgammon Atari Text 2 Backgammon Sears Text 3 Bank Heist 20th Century Fox Standard 5 Barnstorming Activision Standard 2 Baseball Sears Text 49-75108