Survey of Digital Games: Early cartridge consoles to video game crash

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    Survey of Digital Games: Early cartridge consoles to video game crash - Presentation Transcript

    1. S u r v e y o f D i g i t a l G a m e s Early Cartridge Consoles –> Video Game Crash
    2. Atari VCS (2600)
      • The Atari 2600, released in October 1977, is the first successful video game console to use plug-in cartridges instead of having one or more games built in
      • Nolan Bushnell decided it was too hard and expensive to build single home versions of popular arcade games
        • By the time the home versions were released they would lose popularity in the arcade.
      • Assembled a team of star engineers-Joe Decuir, Steve Mayer, Ron Milner and Jay Miner.
      • Code-named Stella after Decuir’s bicycle
      • “ Have you played Atari today” : The slogan for the Atari VCS.
    3. Atari VCS (Tech Specs)
      • Used Mos Technologies 8-bit 6507 CPU running at 1.19 MHz, a cut down version of the 6502
      • Atari TIA chip handled graphics and sound, supported a sprite for each player, a “ball” and two “missiles” and handled analog input from the joystick controllers
      • 160x~192 pixels, 128 colors possible, but only 16 could be displayed at a time on screen
      • 128 bytes of RAM that could be supplemented by up to 256 bytes built on to the cartridges
      • 2 screw less DB9 controller connections
      • Cartridge ROM limited to 4KB
      • No frame buffer, had to draw a line on the screen as it was being displayed - many games did not run fast enough to draw the first few pixels, leading to black bars on the left of the screen
      • The 2600 was typically bundled with two joystick controllers, a conjoined pair of paddle controllers, and a cartridge game.
    4. Atari VCS (The Launch)
      • Atari simply didn't have the cash flow to complete the system quickly, given that sales of their own PONG systems were cooling
      • Nolan Bushnell sold Atari to Warner Communications in 1976 for $28 million on the promise that Stella would be produced as soon as possible
      • The initial price was $199 with a library of 9 titles, including Combat
      • In 1977 Atari sold only 250,000 VCSs.
      • In 1978 only 550,000 units from a production run of 800,000 were sold, requiring further financial support from Warner to cover losses
      • Bushnell didn’t like the Warner (big business) way of running things, was fired in 1978 (took Chuck E. Cheese idea with him)
    5. Atari VCS (The Rise)
      • Initially did not sell enough units making Warner nervous
      • Taito rescues Atari by licensing Space invader for Atari’s Home Consoles
      • Atari grossed 415 Million USD after the move
      • Released Defender, Missile Command & Asteroids.
    6. Atari 2600 Games
      • The good, the bad, the ugly
    7. Space Invaders
      • Atari 1980
      • Turning point for Atari 2600
      • Original created by Taito, but now associated with Atari due to their conversion of it on 2600
      • Huge success
      • 112 different versions of game
    8. Pitfall
      • First platform game
      • Best selling Atari 2600 game
      • Player moves Harry through maze-like jungle, avoiding obstacles
      • Climbs, runs, swings on vine
    9. Chopper Command
      • Activision’s (improved) Ripoff of Atari’s Defender
      • Controls military helicopter, protecting tractor trailers on ground by shooting enemies
      • Radar to detect off-screen aircraft
      • Laser effect for shots
    10. Combat
      • Atari 1977 (launch title)
      • Based on earlier Tank and Anti-Aircraft
      • Various combat scenarios: tanks, jet fighters, biplanes, each with additional options
    11. River Raid
      • Activision 1982
      • Scrolling shooter
      • Player controls plane, shoots enemies below
      • Fly-over Refuel areas
    12. H.E.R.O.
      • Activision 1984
      • “ H elicopter E quipped R escue O peration”
      • Platformer in Underground mines
      • Player has helicopter backpack, laser beam, dynamites
      • Goal to rescue trapped worker
    13. Adventure
      • First action-adventure game?
      • Inspired by text game, Colossal Cave Adventure
      • Atari 1979
      • Had first video game Easter egg, by designer Warner Robinett
    14. Yar’s Revenge
      • Atari 1981
      • Very popular
      • Player controls Yar, who nibbles or shoots through barrier in order to fire cannon and destroy enemy
      • Enemy can become “Swirl” and attack Yar, who is given a pre-warning
      • Neutral zone – no harm, no shoot
      • Game included comic book about story
    15. Pac-Man
      • 1982 Atari
      • (Badly done) adaptation of arcade version
      • Production too rushed
      • Produced more cartridges than Ataris (expected desire to play game would result in console sales)
      • 5 million unsold
      • Monsters=“ghosts” now, due to flickering
      • Ghosts are dumb (no AI)
    16. E.T.
      • Atari 1982
      • One of worst video games ever produced?
      • Sales could not meet expectations
      • Excess cartridges dumped in New Mexico
      • Failure contributed to video game crash and Atari’s death
      • Goal of game is to move E.T. around to find phone pieces, avoid agents
      • Limited energy points- movement depletes energy
      • Atari CEO predicted it was bad idea before production (he was right)
    17. Atari VCS (The Fall)
      • Even though it was successful, Atari was painful to program.
      • Only 4K of memory allowed (unless “bank-switching” used)
      • Programmers for Atari grew restless.
      • While Atari made millions, they were treated like mere employees
      • No game had game credits during that time
      • As a result 4 of Atari’s best programmers left to form Activision
      • Activision directly competed with Atari cartridges for creating the worlds first 3 rd Party Game
      • Following suit many companies starting building cartridges
      • This influx led to too many games (most of them crappy)
    18. Odyssey 2
      • Announced in 1977 by Magnavox
      • Revolved around the new MUGS-1, game chip that could play 24 games.
      • Like the Odyssey 2100, it was to be a dedicated 4 player system.
      • Odyssey² followed in the steps of the Fairchild Channel F and Atari 2600 by being designed to play programmable ROM game cartridges.
      • Released for USD199
    19.  
    20. Odyssey 2 (Tech Specs)
      • CPU
        • Intel 8048 8-bit microcontroller running at 1.79 MHz
      • Memory:
        • CPU-internal RAM: 64 bytes (1/16 KB)
        • Audio/video RAM: 128 bytes (1/8 KB)
        • BIOS ROM: 1024 bytes (1 KB)
      • Input:
        • Two 8-way, one-button, digital joysticks. In the first production runs of the Magnavox Odyssey and the Philips 7000, these were permanently attached to the console; in later models, they were removable and replaceable.
        • QWERTY-layout membrane keyboard
      • Output:
        • RF Audio/Video connector
      • Media:
        • ROM cartridges, typically 2KB, 4KB, or 8KB in size.
      • Expansion modules:
        • The Voice - provides speech synthesis & enhanced sound effects
        • Chess Module - The Odyssey2 didn't have enough memory and computing power for a decent implementation of chess on its own, so the C7010 chess module contained a secondary CPU with its own extra memory to run the chess program.
    21. Odyssey 2 (Uniqueness)
      • The Odyssey² was the first home video game console to introduce what was to become the standard joystick design of the 1970s and 80s: a moderately sized black joystick unit, held in one hand, with an eight-direction stick that was manipulated with the other hand
      • One of the strongest points of the system was its excellent speech synthesis unit, which was released as an add-on for speech, music, and sound-effects enhancement
      • The area that the Odyssey² may well be best remembered for was its pioneering fusion of board and video games e.g.: The Master Strategy Series.
      • All games were programmed by one man-Ed Averett. He built over 25 titles.
    22. Odyssey 2 (The Release)
      • The Odyssey² sold moderately well in the US.
      • Even without third-party developers, eventually (by 1983) over a million Odyssey² units were sold in the US alone.
      • In Europe and Brazil, the Odyssey² did very well on the market.
      • In Europe, widely known as the Philips Videopac G7000, or just the Videopac
      • The Odyssey² was released in Japan in December 1982 by Kōton Trading Toitarii Enterprise
    23. Intellivision
      • Released by Mattel in 1980; development of the console began in 1978 in Fresno, CA
      • Price tag of $299 and a pack-in game: Las Vegas Blackjack
      • It was the first to pose a serious threat to Atari's dominance
      • In that first year Mattel sold 175,000 Intellivision consoles, and the library grew to 19 games from 4.
      • All Intellivision games were developed by an outside firm, APh
      • The original five members of that Intellivision team were manager Gabriel Baum, Don Daglow, Rick Levine, Mike Minkoff and John Sohl.
      • Over three million Intellivision consoles had been sold by, earning Mattel a $100,000,000 profit
      I find Intellivision sophisticated and lifelike
    24. Intellivision (Tech Specs)
      • General Instrument CP1610 16-bit microprocessor CPU running at 894.886 kHz (i.e., slightly less than 1 MHz)
      • 1352 bytes of RAM:
        • 240 × 8-bit Scratchpad Memory
        • 352 × 16-bit (704 bytes) System Memory
        • 512 × 8-bit Graphics RAM
      • 7168 bytes of ROM:
        • 4096 × 10-bit (5120 bytes) Executive ROM
        • 2048 × 8-bit Graphics ROM
      • 160 pixels wide by 196 pixels high (5×4 TV pixels make one Intellivision pixel)
      • 16 color palette, all of which can be on the screen at once
      • 8 sprites of size 8×8 or 8×16
        • Can be stretched horizontally (2×) or vertically (2×, 4× or 8×)
        • Can be mirrored horizontally or vertically
      • 3 channel sound, with 1 noise generator (audio chip: GI AY-3-8914)
    25. Intellivison (Innovations)
      • First 16-bit game console, though some people have mistakenly referred to it as a 10-bit system because the CPU's instruction set and game cartridges are 10 bits wide.
      • First system to feature downloadable games (though without a storage device the games vanished once the machine was turned off).
      • Second game console to provide real-time human and robot voices in the middle of gameplay, courtesy of the IntelliVoice module. The first was Magnavox's voice module for the Odyssey2.
      • Intellivision World Series Baseball, designed by Don Daglow and Eddie Dombrower and released in 1983, was the first video game to use the concept of displaying the action in simulated 3D through "camera angles" that emulated those used in TV sports coverage
    26. Atari Home Computers
      • Seeing Apple’s success Atari decided to jump into the home computer market.
      • Code named Candy and Colleen,based on MOS 6502, 8bit MP.
      • Used serial I/O, preceded the USB.
      • Graphics chipset used: ANTIC, CTIA, POKEY that produced 128 colors.
      • First in the series was Atari 400/800 series sold by Sears.
      • Moderately successful till it was sold to Jack Tramiel of Commodore who made Atari’s home computing division his top priority.
    27. Activision
      • Activision was the first third-party game publisher
      • Before Activision, video games were published exclusively by the makers of the systems the games were designed for.
      • Game developers weren’t treated well in that system -they received no financial rewards for games that did well, and didn't even receive credit in the manuals.
      • After watching a number of games turn into multi-million-dollar best sellers, a number of programmers decided they had had enough and left Atari
      • Also With Nolan Bushnell gone from Atari, the new executives knew nothing about games
    28. Activision
      • The company was founded by former music industry executive Jim Levy and former Atari programmers David Crane, Larry Kaplan, Alan Miller and Bob Whitehead
      • In 1982, Activision released Pitfall! , which is considered by many to be the first platform game as well as the best selling title on the 2600.
      • In 1985, Activision merged with struggling text adventure pioneer Infocom
      • Eventually, in 1989, after several years of losses, Activision closed down the Infocom studios in Cambridge, Massachusetts
      • In 1988 Activision started to get involved in other types of software besides video games, such as business applications
      • The decision of the company to get involved in various fields at the expense of video gaming proved to be a move so bad that in 1992 Mediagenic filed for Chapter 11 protection.
    29. ACTIVISION
      • Atari’s lack of recognition and compensation frustrated a large number of it’s employees
      • Among them were four of Atari’s strongest assets
        • David Crane
        • Alan Miller
        • Bob Whitehead
        • Larry Kaplan
      • They decided to team up and program cartridges for the Atari VCS on their own
      • They quit Atari in 1979 and formed the first 3 rd party cartridge developer in history, Activision
      • The first company to prominently credit it’s programmers and designers by featuring their names and pictures on the box
    30. ACTIVISION
      • Dragster, released by Activision in 1980 was the first non-Atari cartridge sold for the VCS
      • They came out with a few more games in 1981 like, Freeway (frogger-like), Kaboom, etc.
      • These were good imitations of popular games
      • Activision’s biggest achievement was the platformer, PITFALL
      • Designed by David Crane, this platform game helped to define the genre, inspiring games like Super Mario Bros. and countless others
      • He crammed the entire game in 4k of code
      • It held the #1 Billboard ranking fir 64 weeks and remains one of the top selling games of all times
      • Carol Shaw developed River Rade - First console game with vertical scrolling
    31. ACTIVISION
      • The most significant achievement of Activision was the fact that they prevailed in one of the most controversial videogame law-suits of all time
      • Atari sued Activision in 1980 for a host of crimes including copyright and patent infringement
      • Activision stood their ground – proving that competition had it’s place in the market- and allowing an entire generation of developers to follow in their wake
      • Activision started to develop for more systems such as Intellivision
      • They created a club house like consumer environment
      • They gave patches and created fan memberships and fan based organisation around the company
      • Today – Activision is one of the few Golden Age game developers who survived and still continues on as a powerful force in videogaming
    32. David Crane
      • Atari ex-programmer, Activision co-founder
      • Known for innovative and popular games
      • Has won multiple awards for games
      • Also invented a few integrated circuits
      • Games: Outlaw (Atari), Freeway, Pitfall I & II, Ghostbusters, Little Computer People (Activision), A Boy and His Blob, The Rescue of Princess Blobette (Absolute Entertainment), Night Trap (Digital Pictures)
    33. Game & Watch
      • The first Game & Watch made was Ball, released on 28th April 1980
      • Innovative design - first handheld game system to use LCD screens
      • Huge success in japan
      • First use of “D-Pad” design; patented by Yokoi and still used Today
      • Had 2 modes of play, simple controls,and built-in clock with alarm
      • Inexpensive, lightweight, and long-lived. Game and Watch games continued to be produced from 1980 until 1991
      • 59 different models total, with varying designs
    34. Game & Watch
      • The disadvantage of the Game & Watch was that each unit was only able to play essentially one game, due to the LCD display being pre-printed with the images necessary for one game.
      • Nintendo's Game & Watch units were eventually superseded by handheld game systems such as Nintendo's now popular Game Boy
      • The Game & Watch made handhelds vastly popular.
      • Many toy companies copied the footsteps the Game & Watch left behind, such as Tiger Electronics and their Star Wars themed games. In Russia Elektronika also made similar games.
    35. Bally Professional Arcade
      • Released in 1978, the Bally Professional Arcade was videogame maker Bally's only entry in to the home console market
      • It was decided to base the new console around the Zilog Z-80 microprocessor.
      • Designed the console more in line as a microcomputer that could play games
      • Created the Bally Basic programming language interpreter.
      • Cartridges would contain up to 8K rom
      • The controllers were to be shaped like actuall contoured gun handles, similar to on the Gunfight arcade cabinet.
      • They included a trigger, but were to include a novel addition of an 8 positional joy stick at the top that also twisted to function as a paddle
      • 4 built in programs (An accurate color reproduction of Bally's Boot Hill arcade game which was itself the sequel to their original Gunfight coinop, 1 surround type game called Checkmate, a calculator program, 1 color doodle pad)
    36. MicroVision 1979
      • First cartridge based handheld
      • 16x16 pixel LCD display
      • Processor in cartridge, either Intel 8021 or TI TMS1100 both ran at 100kHz
      • 2KB cartridge ROM
      • Piezoelectric beeper for sound
      • Ran on 9volt batteries
      • 9 button keypad, 2 paddle
    37. APF Imagination Machine 1979
      • Motorola 6800 8-bit CPU running at 3.579 MHz
      • 14KB ROM
      • 9KB RAM
      • 256x192x4 / 128x192x8 resolution (last number is number of available colors)
      • Built in cassette drive for program storage and sound recording
      • Many aftermarket add-ons including 8KB ram, floppy disk drive and a modem
    38. Intellivision 1980
      • First 16-bit console
      • First console to feature online gaming with game downloads via cable TV
      • First console with 16 direction D-pad
      • General Instruments CP1610 CPU running at 894.886KHz
      • 7168 bytes of ROM total
      • 1352 bytes RAM
      • 160x196 pixel display
      • 16 colors all usable at once!
      • Supported 8 sprites of 8x8 or 8x16 pixels
      • 3 channel sound
    39. Colecovision 1982
      • Zilog Z80A processor running at 3.58MHz a popular arcade processor
      • Most Colecovision games were ports of arcade games
      • Texas Instruments TMS9928A vector graphics processor
      • 256x192 pixel resolution
      • 32 sprites supported
      • 16 colors
      • 16KB VRAM
      • 1KB RAM
      • Cartridges up to 32KB
    40. Atari 5200 1982
      • Dual custom MOS 6502C CPUs running at 1.79 MHz
      • 320x192 pixel resolution
      • 256 colors, 16 on screen at once, could display all colors at once with software tricks
      • 16KB RAM
      • 2KB BIOS
      • 32KB cartridge ROM limitation
      • 4 channel sound
    41. Emerson Arcadia 2001 - 1982
      • Signetics 2650 8-bit CPU running at 3.58 MHz
      • 512 bytes RAM (originally promised 28KB)
      • 8 colors
      • Single channel “beeper” sound
      • 4 single color sprites
      • Complete market failure
    42. Vectrex 1982
      • Vector graphics console that came with its own 9”x11” monitor
      • Monochrome display with color overlays
      • Motorola 68A09 CPU at 1.6 MHz
      • 1KB RAM
      • 8KB ROM
      • First system with an analog controller
    43. The Basics
      • Released in October 1982 by General Consumer Electronics (GCE)
      • Completely vector-based graphics
      • Built-in monitor
      • Two ports for controllers/peripherals
      • Slot for cartridges
      • Built-in game ( Mine Storm , an Asteroids rip off)
    44. In the Beginning
      • In the early 1980s, Western Technologies acquired a number of cheap cathode ray tubes (CRTs)
      • After some discussion, it was decided an all-in-one arcade gaming experience machine should be developed with vector graphics
      • Engineers in Western Technologies and Smith Engineering
      • Started working on the project with a 5-inch screen
    45. In the Beginning (cont.)
      • Shopped the idea around, GCE agreed to release it if the screen were enlarged
      • A version of the system with a 9” x 11” screen was made
      • Originally to be called the Mini-Arcade, but a product with that name was released during development
      • Released in late 1982 for $199
    46. Tech Specs
      • CPU: Motorola 68A09
        • 1.6 MHz
      • RAM: 1KB
      • ROM: 8KB
      • Sound chip: General Instruments AY-3-8912
      • 3” mono speaker
      • CRT: Samsung 240RB40 (black and white)
    47. The Graphics
      • Completely vector-based
        • Most games in raster environment, with horizontal scan lines and pixels
        • In vector graphics, light up specific points with x- and y-coordinate
        • Made images sharper and brighter
      • Black and white
        • Overlays produced to use with specific games, adding color, legends, instructions, etc.
    48. The Controller
      • Designed with the arcade experience in mind
      • Sturdy, rectangular, and large
      • Four large buttons labeled 1-4
      • Joystick
    49. 3-D Imager
      • First ever 3-D goggles for any home gaming system
      • Special 3-D games were released with their own color wheel
      • Goggles spin these discs, which are synched up with the graphics on the Vectrex screen
      • Works by allowing one eye to see at a time, creating a 3-D effect
    50. 3-D Imager
      • Games released for the Imager:
        • 3D Pole Position
        • 3D Crazy Coaster
        • 3D Minestorm
        • 3D Narrow Escape
    51. Light Pen
      • A pen that allowed you to write on the Vectrex screen
      • Came packaged with Art Master , a drawing “game”
      • Other titles:
        • Melody Master
        • Animaction
    52. Games
      • None were widely popular
        • Obscurity of the system
      • Virtually all developed by GCE
        • Had to program to work on Vectrex
        • Some licensed games, eg Pole Position
    53. Games List (partial)
      • Animaction, Armor Attack, Art Master, Bedlam, Berzerk, Blitz, Clean Sweep, Cosmic Chasm, Crazy Coaster 3D, Cube Quest, Dark Tower, Flipper Pinball, Hyper Chase, Mail Plane, Melody Master, Mine Storm II, Minestorm 3D, Narrow Escape 3D, Polar Rescue, Pole Position, Pole Position 3D, Rip Off, Scramble, Solar Quest, Space Wars, Spike, Star Castle, Star Hawk, Star Ship, Tour De France, Web Wars
    54.  
    55. Death to the Vectrex
      • Obvious answer: industry crashed less than two years into its life
      • In early 1983, Milton-Bradley (MB) bought the rights to distribute the Vectrex
        • Traditionally board-game oriented, wanted to enter the videogame market
        • Didn’t advertise it well, stating that they didn’t know what was happening with the industry
        • Expanded to Europe, but in the end lost over $32 million with it; stopped production in 1984
    56. Death to the Vectrex (cont.)
      • Problems with add-ons:
        • Imager discs would misalign if you moved your head, sometimes clip your nose
        • Many times overlays designed late into or after game development, so wouldn’t add much or cover up info
      • If you didn’t use overlays, it was just black and white
    57. Life After Death?
      • Discontinued Vectrex production in 1984
      • Discount bins listed the price of systems as low as $50, games at $5
      • In 1988, Smith Engineering came up with plans to develop and release a hand-held version, but scratched that idea
        • Didn’t want to compete with Nintendo’s GameBoy
    58. Life After Death? (cont.)
      • In the mid-90s, Smith Engineering started condoning non-commercial reproduction of Vectrex-related things
        • Lots of emulators and ROMs popped up
        • People started to write their own games and manufacture cartridges to work with the original system
        • Original devices, such as modified Genesis controllers
        • Thriving online community
    59. The Video Game Crash of 1983
      • The sudden crash of the video game business and the bankruptcy of a number of companies producing home computers and video game consoles in North America
      • That gap ended with the success of the Nintendo Entertainment System (NES) that was first introduced in 1985 and would break out in popularity in 1987.
    60. Key Factors
      • Increase in (rushed) startup development companies
      • Poor Game Quality (E.T., Pac-man, Chase the Chuck Wagon, Skeet Shoot)
      • Increase in television “computer” sales
      • News media sensationalized Atari’s failures – headlining E.T. landfill dumps
    61. The flood of products
      • The hardware manufacturers had lost the exclusive control of their platform’s supply of games after Activision won over Atari
      • This court case legitimized third-party development, and companies as ill-prepared as Quaker Oats rushed to open video game divisions, hoping to impress both Wall Street and consumers.
      • With it they had lost the ability to make sure that the toy stores were never overloaded with product.
      • Companies lured away each others’ programmers or used reverse engineering to learn how to make games for proprietary systems.
      • Titles such as Chase the Chuck Wagon, Skeet Shoot, and Lost Luggage (shown)
      • While heavily advertised and marketed, the games were poor and did not catch on as hoped
      Sold in a Purina dog food promotion If you've ever fantasized about being an airport baggage handler, Lost Luggage is the game for you!
    62. Consumer Sentiment
      • Games were sold on consignment
      • Computers had more power and features, aggressive marketing schemes – ““Why buy your child a video game and distract them from school when you can buy them a home computer that will prepare them for college?”
      • Parents would rather buy a learning tool
    63. Retailer Sentiment
      • Consignment worked for the retailer
      • Video games were seen as a passing fad, shelf space should be given to new items

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