Game den game console timeline
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Game den game console timeline

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    Game den game console timeline Game den game console timeline Document Transcript

    • Ross Loynd GameDen Game console Timeline The Arcade Era 1971-Original Cabinet GamesThe earliest known Arcade game was ‘The Galaxy Game’ it is the original coin operated arcade game created on the campus of Stanford University The coin operated arcade game era started from its release and its business model, inserting change into an arcade machine whether it is for more lives or the activation of the game. 1972-The creation of Atari Atari using the business model of a coin operated arcade machine designed the game ‘Pong’ ‘The first successful ping pong game’ which became popular within the gaming history and was the first arcade game that became more available to play to players But other companies attempted to produce their own arcade games after the amount of popularity that Pong had received, stopping Atari from being the biggest producer of arcade games.
    • Ross Loynd 1980- The making of Space Invaders Taito (Taito is best known for producing hit arcade games, such as Space Invaders and Bubble Bobble.) Released the game ‘Space Invaders’ a pixelated game about shooting columns of aliens as they approach faster each time. Due to its succession, stores began to have ‘corner arcades’ which was just a corner, with arcade systems to play. Video game arcades began to be more common in large outlet stores and as individual stores Popular arcade games included Galaxian, Pacman and Battlezone, games which led to the gaming industry being worth $8,000,000 1980+ Arcades competing against home consoles late eighties to early nineties was the time of side-scrolling brawlers like Double Dragon and one-on-one fighters such as Street Fighter II drew punters back to the arcades in droves. Whether playing Golden Axe co-operatively, or Mortal Kombat against another individual, the definitive way to experience these games was standing shoulder-to-shoulder with the other player in front of a genuine coin-co cabinet.
    • Ross Loynd Arcade game Decline The creation of 16-bit games became more popular to home consoles due to their capacity of being able to run the games Unable to offer superior hardware, coin-ops were no longer publishers' first port of call when it came to new releases, and their profitability took a downturn. The advent of online play meant that gamers no longer had to leave their homes to compete against complete strangers, so arcades' social appeal also diminished making video game revenues drop to around $2.1 billion. Modern Arcades In the US, there are a fraction as many arcade parlours as there were back in their heyday, while in Japan, the majority of them now house pachinko machines (although this market is also in decline). Here in the UK, they still adorn seaside resorts. What remains of the movement by the time the current hardware generation, arcades stood little chance of competing against the likes of Kinect and PS Move technology, but it remains on ‘life support’ thanks to a dedicated niche community.
    • Ross Loynd Arcade gaming Technology Arcade games have more interactive controls than home game consoles do, this is what gives them their individual values, and there are arcade controllers that are far more interactive than the average handheld controller, like so; Some arcade games included fully enclosed dynamic cabinets to thrill the user, adding further edge to the arcade era, things that couldn’t be found in homes, such as rear-projection displays, reproductions of automobile or airplane cockpits, motorcycle or horse-shaped controllers, or highly dedicated controllers such as dancing mats and fishing rods. Vector graphics is the use of geometrical primitives such as points, lines, curves, and shapes or polygon(s), which are all based on mathematical expressions, to represent images in computer graphics. Arcade games such as Battlefront and Star Wars typically used wire frame vector based graphics to create 3D motion.
    • Ross Loynd Limitations No online support or Multiplayer Very large & hardware Dependant Older hardware than what’s used today Can crash a lot of the time Rarely used anymore besides dedicated arcades Games are created for them anymore unless they're arcade based Can't save games Basic Graphics (Low quality) Game cannot be changed, one machine per game Emulation Emulators such as MAME, Kawaks, Zinc and Nebula all dedicate emulators to playing old arcade games, such as Asteroids, Pac-Man and Missile Command Other PC Emulators such as ePSXE (PS1 Emulator) Porject64 (N64 Emulator) aim to bring back the old console games to emulation on the PC. After the release of Playstation Network and Xbox Live, old Arcade games have been revamped to be available on home systems with basic handheld controllers.
    • Ross Loynd Console Gaming The 8 Generations First Gen Although the first video games appeared in the 1950s, they were played on vector displays connected to massive computers, not analog televisions. Ralph H. Baer conceived the idea of a home video game in 1951. In the 1960s he created a working video game console at Sanders Associates, but struggled for years to find a television manufacturer willing to produce the console. In 1972 Magnavox’s Ralph Baer created the ‘Magnavox Odyssey’ the original home game console which could be hooked up to the average TV set, the initial design had a large collection of switched that changes components in the console due to the low CPU. it was not until Atari's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By the autumn of 1975 Magnavox, bowing to the popularity of Pong, cancelled the Odyssey and released a scaled down version that played only Pong and hockey, the Odyssey 100. A second, "higher end" console, the Odyssey 200, was released with the 100 and added onscreen scoring, up to four players, and a third game—Smash. Second Gen in 1976 fairchild released the VES (Video entertainment system) which contained a programmable microprocessor so its cartridges only needed a single ROM chip to store microprocessor instructions which led to RCA and Atari to creating their own Cartridge-based consoles. The Video game crash of ‘83 With the lack of production of consoles, Pong imitators started to stopped Fairchild and RCA producing more console, leaving only Atari and Magnavox in the console market.
    • Ross Loynd The Rebirth of the home console market VES continued to gain profit throughout the entire home system crash and Magnavox brought their own programmable cartridge-based consoles to the market but it wasn’t til’ Atari