Survey of Digital Games: Home Pong to Late 70s arcade

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Favorites, Groups & Events

    Survey of Digital Games: Home Pong to Late 70s arcade - Presentation Transcript

    1. S u r v e y o f D i g i t a l G a m e s Home Pong -> Late 70s Arcade Games
    2. Home Pong (The motivation)
      • Atari was on verge of bankruptcy due to severe over-production of Pong, lack of capital, accounting errors & failure of Atari Japan
      • Bushnell decides to try Pong as a console, despite marketing doubts
      • Codenamed ‘Darlene’
      • Goal: Pong circuitry compressed into a single chip that could fit inside a box, work on any TV
    3. Home Pong (Tech Specs)
      • On screen digital scoring (unlike Odyssey)
      • Used 7400 series TTL integrated circuits (no processor or memory!)
      • The chip needed was the most sophisticated ever used in a consumer product, then
      • Developed by Al Alcorn, Bob Brown, Harold Lee
    4. Home Pong (Selling it!)
      • Many toy chains afraid of consoles after Odyssey failure
      • Alcorn impresses Sears with demo
      • Sears signed exclusive deal with Atari to sell the units & get all the rights for 1 year
      • Sears requested twice the order Atari planned for, Atari lacked the capital
      • Don Valentine, venture capitalist, got Atari 10 million credit line
      • Originally called Sears Tele-games
      • Released in Christmas 1975 for $100
      • Was a phenomenal success because of easy connectivity (which Odyssey lacked)
    5. Home Pong (Versions)
      • Super PONG (model C-140) followed PONG in 1976. It played four games for two players
      • Atari designed PONG Doubles for homes (C-160). This version did not reach the market for unknown reasons, but a Sears version was released as PONG IV
      • Atari designed more advanced versions, most of which were also sold by Sears.
      • Super PONG Ten (C-180, 10 games for two players)
      • Super PONG PRO-AM (C-200, playing Super PONG games in PRO or AM modes)
      • Super PONG PRO-AM TEN (C-202, same as before but playing 10 games)
      • Ultra PONG (C-402S, 16 games for 2 players),
      • Ultra PONG Doubles (C-402D, same as before for 4 players).
    6. Home Pong (Consoles) Sears Pong Sears Hockey Pong Sears Super Pong Pong Sport II Sears Super Pong 4 Pong Sport IV
    7. PONG Clones/GI Pong Chip
      • Following Atari's smashing success, several companies released PONG "clones" using General Instrument's " PONG -on-a-chip" integrated circuit.
      • Chief among these competitors were Coleco's Telstar and Magnavox's Odyssey 300 . None achieved the sales levels of the Sears- and Atari-branded games, but all managed to sell a fair number of units during the 1976 Christmas season.
    8. General Instrument AY-3-8500
      • Created by GI as a “PONG-on-a-chip”
      • Sold to create pong clones
      • Played 4 PONG style games and 2 shooting games
      • There was a 5th, undocumented PONG style game available where the first player controlled 2 paddles at once while the second player controlled 3.
      • This game was available on the Teleclick, a PONG knockoff made by Magiclick in Argentina in 1979 and called Fútbol de 5
    9. General Instrument AY-3-8500
      • The chip had 4 video outputs, one for each player’s paddle(s), one for the background, one for the ball and one for the line down the middle and the score
      • This allowed each signal to be colored separately and then mixed back together
      • Later joined by the AY-3-8700, a chip that played 4 variants on Kee Games’ Tank
    10. CONSUMER PONG MADNESS
      • Country  Manufacturer Pong Console Name Model Processor Chip(s) Year Games Accessories
      • UK Academy Video GameD-5654AY-3-850019774
      •   USA Allied's Name Of The Game A-100MCS-7600-00119768 (4x2)
      •   USAAPFMatch405AY-3-850019774 USAAPFTV FUN401AY-3-850019764
      •   USAAPFTV FUN401AAY-3-850019774
      •   USAAPFTV FUN Sportsarama402MPS-7600-00119778Pistol, Pads
      • USAAPFTV FUN405AY-3-850019774 
      • USAAPFTV FUN405AAY-3-850019774
      •   USAAPFTV FUN442TMS-195519774
      •   FRA saflex? AY-3-850019776=Bi. Bip 8FRAsaflexVideo Sports AY-3-850019774 
      • FRA saflex Video Sports2000AY-3-850019786 
      • USAAtariPONGC-1003659-1C19761
      •   USA Atari Super PONGC-140C010073-319764
      •   USA, Atari Super PONG PRO-AMC-200C010073-01197710 (2x5)
      •   USA Atari Super PONG PRO-AM TENC-202C010073-03197710 
      • USA Atari Super PONG TenC-180C010073-01197610
      •   USA Atari Ultra PONGC-402(S)C010765+Cxxxxx197716 
      • USA Atari Ultra PONG DoublesC-402(D)C010765+Cxxxxx197732
      •   USA Atari Video PinballC-380C011500, C01151219777white color
      • USA Atari Video PinballC-380C011500, C01151219777woodgrain
      • NL ?Audio sonic Color TV GamePP-160AY-3-850019824=small '2
      • EU Audio sonic Home's TV SetPP-600AY-3-850019774
      •   UKBentleyCompu-Vision440AY-3-850019834 
      • UK Binatone Colour TV Game01-4931AY-3-850019774
      •   UK Binatone Colour TV Game 4 Plus 201-4850AY-3-850019786 
      • UK Binatone TV Gaming Unit01-4990Analog19762clone TelePong
      • UK Binatone TV-Master MK 601-4907AY-3-85001977 ?6 
      • UK Binatone TV-Master MK 801-????AY-3-861019788
      •   UK Binatone TV-Master MK 1001-4834AY-3-86101978 ?10 
      • UK Binatone TV Master MK IV01-4974AY-3-850019774 
      • UKBinatoneTV-TRON01-4982AY-3-850019774
      •   FR Bingo TVG 203 AY-3-850019774
      •   FR Bingo Video GameHI-1012AY-3-850019774
      •   GE Blaupunkt TV-Action AY-3-850019774 UKBootsAudioTG100AY-3-850019774 
      • CA Canadian Tire Corp.Video Sports84-6072AY-3-850019764
      • VS-1 clone FRCIT AlcatelVisiomatic 101 AY-3-850019776Pistol
      • USA ColecoTelstar6040AY-3- 850019763 USAColecoTelstar Alpha6030AY-3-850019774 
      • USA Coleco Telstar Alpha Europa AY-3-850019774 
      • USA Coleco Telstar Classic6045AY-3-850019763
      •   USA Coleco Telstar Colormatic6130AY-3-8500 SN7649919774 
      • USA Coleco Telstar Colortron6135AY-3-851019784 
      • USA Coleco Telstar Marksman6136AY-3-851219786Pistol
      • USA Coleco Telstar Ranger AY-3-850019776Pistol
      • USA Coleco Telstar Regent6032AY-3-850019774 
      • EU Commodore T.V. Game3000HMPS-760119774x2 
      • USA Concept 2000Spectrum 61025MM-5710019774
      •   USA Concept 2000TV +41004AY-3-850019774 
      • EUC onicVideo GameTVG 102-4AY-3-850019774
      •   EUConic?304AY-3-850019774=Audio TG100
      • FR Continental Edison?JV-2703AY-3-85001977 ?6
      • FR CreatronicBi.Bip 4 AY-3-850019774 
      • FR CreatronicBi.Bip 8 AY-3-860019778 
      • US Dayya Corp.Marume 2000VM-90CMPS-7600-00119778 
      • GEDDRTV-Spiele?AY-3-850019776 
      • UK Decca Sports TV GameTG-0062AY-3-85001977?6 
      • UK Derby Master 777-JSNTL 60019773 
      • USA Diasonic HVG-220AY-3-85001977 ?4 
      • USA Digitek TV Game2001AY-3-850019774=Scoreboard 3052
      • USADMSTele-ActionGMT513AY-3-850019834 
      • USAE&P4 Electronic TV Sport GamesEP800TMS-195519774 
      • GEEA ?TV-Ping-Pong DN 76Digital1976 ?1 
      • USAElectrophonicPro-SportsTVG-1001AY-3-850019774 
      • USA Enterprex Color Home Video Game Apollo 2001AY-3-850019774 
      • USA Enterprex Color Home Video Game Apollo 2004AY-3-860019778 
      • USAEntexTele-Pong3047Analog19761 (4) 
      • USA Executive Games Television Tennis35Digital19752 
      • USA First Dimension Tele Sports Digital (CMOS)19763 FR  FL-10AY-3-8610 10 
      • EU?Gamatic7704 ??4 
      •  
      • USA GHPWonder Wizard7706AY-3-850019764 
      • USA GranadaColorSport VIIICS 1818MPS-7600-001?8 (4x2)PistolUSAGranadaVideo Sports?AY-3-850019764 
      • UKGrandstandAdman3000TMS-196519774 
      • UK GrandstandSports Centre5000AY-3-8500/87651979?10Pistol
      • UK GrandstandSports Centre6000AY-3-86101980?10 UKGrandstandAdmanTVG-2600 MK IIAY-3-850019776Pistol
      • UK GrandstandAdmanColour TV Game 3600 MK IIIAY-3-850019796Pistol
      • UKGrandstandMatch of the Day 2000 AY-3-850019774(black release)
      • UKGrandstandMatch of the Day 2000 AY-3-850019774('ball' release)GEGrundingTele-Spiel 1 (*) AY-3-85001978?(*): TV plug-in module
      • USAGulliverTriple ChallengeBG7701AY-3-850019773Full woodgrainEUHanimex 666S-NAY-3-850019774 
      • EUHanimex 666S-PAY-3-850019774 
      • EUHanimexElectronic TV Game677CPAY-3-850019794 
      • EUHanimexJeu-Tele Electronique7771AY-3-850019774 
      • USA?Hanimex 888MPS-7600-00119778 (4x2)Extra pads
      • USAHanimexTV Scoreboard888GMPS-7600-00119778Extra padsEUHanimex TVG-8610AY-3-8610 10 (8) 
      • USAHarvardMini Color TV GameH-5AY-3-850019784 
      • USAHeathkit GD-1380AY-3-850019766Pistol
      • USAHeathkit GD-1999MM-5710019763 FR  HIT 10AY-3-8610197710 FRHit-Go  AY-3-850019776PistolFRHometronicsTelecourtHVG-220AY-3-8500 ?19774 
      • GEHoneybellHoneybell Video Sports colorHoneybell-55AY-3-850019774 
      • UKIngersollmini TV GameXK 400AY-3-85001983?4=radofin miniUKIngersoll XK 600BAY-3-850019786PistolGEIntelSuper-TelesportD-688/36AY-3-850019774 
      • GEIntelTV Sport1004TMS-196519774 
      • GEIntelTV Sport2004AY-3-850019786 
      • GEIntercordTV GamesTVS-5AY-3-850019784&bnsp;
      • UKInterstate Model 1104AY-3-850019774 
      • UKInterstate Model 1110AY-3-86101978 ?10 
      • UKInterstate Model 1199AY-3-850019776PistolDEIntertonClub Exclusiv 20002000AY-3-850019776 
      • EUIntertonVideo 2400 AY-3-850019775 
      • EUIntertonVideo 2501 MM-571051977 ?3 
      • EUIntertonVideo 2800 F-430119774 
      • EUIntertonVideo 3000 AY-3-850019776 
      • EUIntertonVideo 3001 AY-3-850019776
      • FRITMC 6 JeuxAY-3-86101977  FRITMC SD-043AY-3-85001982  
      • EUITT / IdealTele-Match Cassette AY-3-86101979
      • ?10 GEITT / IdealColor Tele-Match Cassette AY-3-85001977
      • ?4 EUITT / IdealColor Tele-Match Cassette 2 AY-3-86101978
      • ?8 FRKlervoxJeu TVTVG-6AY-3-850019
      • 786PistolGEKortingTele-Multi-Play825/042AY-3-850019774 
      • GEKortingTele-Multi-Play825/336 (8000)AY-3-850019774 
      • USAK-MartS Four ThousandS 4000AY-3-850019774 
      • USAK-MartSC Eight ThousandSC 8000MPS-7600-00119778 
      • USALloydsTV-Sports 801E801AY-3-850019766PistolUSALloydsTV-Sports 802802    
      • USALloydsTV-Sports 813813    
      • USAMagnavoxOdysseyRUN-2BAnalog (transistor)19721210 extra games
      • USAMagnavoxOdysseyRUN-2BAnalog (transistor)197212Valise, Fusil
      • USAMagnavoxOdysseyRUN-1Analog (transistor)197212 
      • USAMagnavoxOdysseyRUN-1 exportAnalog (transistor)197410
      • USAMagnavoxOdysseyRUN-1BAnalog (transistor)197212 
      • USAMagnavoxOdysseyRUN-1Analog (transistor)197410 
      • USAMagnavoxOdyssey 1007010Analog (TI)19752 
      • USAMagnavoxOdyssey 2007020Analog (TI)19753 
      • USAMagnavoxOdyssey 3007500AY-3-850019763 
      • USAMagnavoxOdyssey 4007516Analog (TI)19763 
      • USAMagnavoxOdyssey 5007520Analog (TI)19763 
      • USAMagnavoxOdyssey 20007510AY-3-850019773 
      • USAMagnavoxOdyssey 30007511AY-3-850019774 
      • USAMagnavoxOdyssey 40007530AY-3-8600 AY-3-861519778 
      USAMestronFernseh SpielTVG 2006Analog (TTL/Transistor)19766  USAMontgomery-WardTelstar Video World Of Sports6042AY-3-850019763= Coleco Telstar USANational SemiconductorAdversary370MM-5710019763   JPNintendoTV-GAME 6CTG-6VM58816P19776  GE?NovexColour Video Sports GameTV 9006NTL 60019773  FRNovoton TJ-142AY-3-850019774  USAOlympos ElectronicGamatic 7706 AY-3-850019786  FROccitane (SOE)OC4 (orange) AY-3-85001976 ?4 FROccitane (SOE) OC 5000 AY-3-850019786PistolFROccitane (SOE)Occitel AY-3-850019764No extra padsFROccitane (SOE)Occitel AY-3-850019764 Extra padsFROccitane (SOE)Match RobotOccitel 2TMS-196519774  EUOPLOptim Sport AY-3-850019774 FROrelec PP-2000Analog (TTL)19762  AUPackel InstrumentTV Sport?AY-3-850019764  GEPalladiumTele-Match AY-3-85001980?6  GEPalladiumTele-Match 4000 AY-3-850019774  BRPhilco / FordTele-Jogo II AY-3-86101977?8?  EUPhilipsOdyssey 2001?MM-5710519773  EUPhilipsOdyssey 2100G7513/01MM-57186197823  FRPhilips N20AY-3-850019776PistolFRPhilips N30MM-57186197712  EUPhilipsTele-Spiel Las VegasES2203AY-3-850019776  EUPhilipsTele-Spiel Las VegasES2204AY-3-850019776  EUPhilipsTele-Spiel TravmundeES2207AY-3-850019774  EUPhilipsTele-Spiel Las VegasES2208AY-3-855019776  EUPhilipsTele-Spiel Las VegasES2218AY-3-860019778  FRPizon-BrossVisiomat 11 AY-3-850019776PistolITPolistilVideo GamesV.G.2TMS-196519784  EUPolycon C-4016AY-3-8610 AY-3-8765197918 GEPoppyTele-Spiel9009AY-3-850019774  GEPoppyColor Video Game9012AY-3-850019826  GEPoppyTv-Game Fernseh SpielTVG-4AY-3-850019784  UKPrinztronicTournamentVM8AY-3-850019766  UKPrinztronicTournament II Deluxe600002AY-3-850019776 UKPrinztronicTournament Mini?AY-3-850019784  UKPrinztronicVideosport600AY-3-850019786Pistol UKPrinztronicVideosport800-ColorAY-3-850019786PistolUSARadio ShackTV Scoreboard60-3051AY-3-850019764  USARadio ShackTV Scoreboard60-3052AY-3-850019764  USARadio ShackTV Scoreboard60-3055MM-571001977 ?3  USARadio ShackTV Scoreboard60-3056AY-3-850019774  USARadio ShackTV Scoreboard60-3057MPS-7600-00119778Pistol USARadio ShackTV Scoreboard60-3060AY-3-85001977 ?4  USARadio ShackTV Scoreboard60-3061AY-3-85001977 ?6PistolFRRadiola T-02AY-3-85001977 ?6  USA, EURadofinColour TV Game AY-3-8610198110 USA, EURadofinElectronic TV GameXM-017-D ?AY-3-850019774 USA, EURadofinTele-Sports AY-3-850019774 USA, EURadofinTele-Sports MiniTelevision Game 513AY-3-850019774Coleco LabelUSA, EURadofinSC Eight ThousandSC 8000MPS-7600-00119778 USARicochet ElectronicColor TV GameMT-1AAY-3-850019764 USARicochet ElectronicSuper ProMT-4ASN7641019775 USARidgewoodGAMATIC 76007600TMS-195519764 FRRILRobotOC 5000AY-3-850019786 USARobertsPaddle IVIVAY-3-850019764 USARobertsRally IV AY-3-85001977 ?4 USARobertsRally XXIMPS-7600-0011977 ?8 USARobertsSportrama 836AY-3-8600/861519778 FRRolletRobot4302AY-3-850019826 FRSaft-LeclanchéTV 8 Sports AY-3-861019788 FRSamdo GM-402AY-3-850019774 USASandsColor TV GameC2600AY-3-850019786PistolUSASantronHome T.V. GameTG-101AY-3-850019776PistolGESanwaTele-Spiel9009AY-3-850019774 FRScomark4 Sports Tele TMS-196519784 USASearsHockey-PONG99721AY-3-850019764 USASearsHockey-Tennis99722AY-3-850019764 USASearsHockey-Tennis II99733AY-3-850019774 USASearsHockey-Tennis III99734AY-3-850019774 USASearsMotocross99729AY-3-8760+C010765197716+4 USASearsPinball Breakaway99704C011500, C01151219777 USASearsPONG257963659-1C19751 USASearsPONG IV997173659-319761 USASearsPONG Sports II99707C010765-05197716 USASearsPONG Sports IV99708C010765-05197732 USASearsSpeedway F-430119764 USASearsSpeedway IV99748F-430119764 USASearsSuper PONG99736C010073-319764 USASearsSuper PONG IV99737C010073-0119764 FRSEBTelescore750TMS-196519774 FRSEBTelescore752AY-3-850019786PistolGESennheiserTV
    11. Fairchild Channel F
      • Based on the Fairchild F8 microprocessor running at 1.79 MHz
      • 8-bit processor with 64 registers
      • Needed support chips to make full CPU
      • First programmable videogame console!
      • Cartridges contained ROM with game code - 26 cartridges produced in 2 years
      • Internal speaker for sound, could generate 500Hz, 1kHz and 1.5kHz tones
      • Color graphics- 8 colors, only 4 usable per line
      • 64 bytes of RAM, 16KB of video RAM
      • 128x64 pixel resolution, 102x58 pixels actually visible
      first commercially released console that used programmable cartridges
    12. RCA Studio III
      • RCA had been evaluating the video game market for several years; it had been offered a chance to bid on Ralph Baer's original Odyssey technology back in the early 1970s but had passed on the opportunity. Now, seeing Atari's success, RCA decided to enter the video game market on its own with what it hoped would be the first programmable system.
      • Unfortunately, RCA was a step too slow. RCA's Studio II followed Fairchild to market in January 1977 at a price of $149. Even though the Studio II used the same 8-bit COSMAC 1802 microprocessor that was used in NASA's Voyager and Galileo spacecraft, its chunky black-and-white graphics were notably inferior to those of the Channel F. Interestingly, the Studio II used keypad controllers (built into the main unit) instead of paddles or joysticks, which enabled the playing of some numbers-based games. Too little too late, the Studio II failed in the marketplace and was discontinued in 1979.
    13. RCA Studio 2
      • It is the second ever video games machine produced that used cartridge programs
      • Produced by Radio Corporation of America, who originally passed up Ralph Baer’s ‘Brown box’ or the Magnavox Odyssey
      • They enter the fray in 1977, 7 years after Odyssey was released
      • Sold for about $149.95 with cartridges going for about $14.95-$19.95.
      • It is powered by an RCA (now Intersil) 1802 Microprocessor, and has 2k of built in ROM, and 512 bytes of RAM.
      • There were five built in games, a 64 x 32 pixel monochrome display, a single channel beeper, a reset key, a LED so you know it is switched on and a slot for the additional cartridges
    14. RCA Studio 2 contd..
      • The Studio II was one big missed opportunity after another.
      • High screen flicker
      • Only black & white despite being technically ‘superior’
      • Awkward Keypad controllers
      • The real advantage Atari had was not it's superior hardware, but it's licenses which RCA didn’t have
    15. Magnavox Evolution
      • Merged with Philips Electronics, used new Texas Instruments chip, making it sleeker and lighter.
      • Odyssey 100 has 2 games, Tennis and Hockey. The console had self contained controllers as knobs on the console.
      • Odyssey 200 had onscreen scoring and two TI chips for a new game Smash
      • Odyssey 300 used a new chip from General Instruments – the AY-3-8500. Had a 3 level skill lever
      • Odyssey 400 dropped the skill lever in favor of doubles switch for team play.
      • Odyssey 500 had full color onscreen graphics and signature character sprites, leading the way for Odyssey2
      • Odyssey 2000, 3000 and 4000 could play up to 8 games.
      • Odyssey 5000 could play 24 full color sports and combat games.
    16. Coleco
      • Founded by Russian Immigrant Maurice Greenberg as the…
      • Connecticut Leather Company in 1932.
      • Migrated into plastics and toys
      • Shorten name to Coleco
      • After GI device developed electronic games
      • Telstar series, Leader in 70’s early 80’s handhelds; Electronic Quarter back,
    17. Telstar
      • Produced by Coleco (originally Connecticut Leather Company) in 1975.
      • Originally a PONG clone based on the General Instrument's AY-3-8500 chip.
      • Had 3 games, Hockey, Handball and Tennis.
      • Two paddle controllers were fixed on the console.
      • Sold more than 1 million units the first year.
    18. Telstar contd,,
      • The Telstar Classic (model 6045) was released in 1976. It is same as the first Telstar but has a deluxe wood case, and was more expensive.
      • The Telstar Ranger (model 6046) was released in 1977.
      • The Telstar Alpha (model 6030) was released in 1977
    19. Telstar contd..
      • The Telstar Colormatic (model 6130) was released in 1977. This system is same as the Telstar Alpha, with two differences: the fixed knobs are replaced by separate controllers
      • The Telstar Colortron was released in 1978
      • The Telstar Combat (model 6065) was released in 1977. It was dedicated to a single game : tank combat: another classic of the era
    20. Coleco Telstar 1976
      • Pong clone based on
      • Ralph Bear introduced General Instrument AY-3-8500 chip to Coleco.
      • Used RF generator had radiation leak // Ralph bear fixed
      • $12 Chip brought cost down to 20
      • Sold for $69.95
      • Biggest pong-clone sellers
      • Later included a TI SN76499N chip for color graphics
      • Had 3 games, Hockey, Handball and Tennis.
      • Two paddle controllers were fixed on the console.
      • Sold more than 1 million units the first year.
    21. Coleco Telstar Arcade 1977
      • Tried to release 8 new systems in 1977.
      • 6 day dock strike lead to filaed Christmas demand
      • Liquidated invientory worse loss in 30 years
      • Cartridge-based home console
      • Only 4 cartridges ever released
      • Used the MOS Technologies MPS-7600 microprocessor
    22. Coleco Telstar Arcade Cartridges
      • Each cartridge contained a separate microprocessor!
      • Used MOS MPS-7600 microprocessors
      • Unlike other PONG clones, the MPS-7600 had a 512-word program ROM instead of discreet logic based circuits
    23. APF TV Fun 1976
      • PONG clone
      • Included sound circuitry with built in speaker
      • Battery or wall powered
      • Switchable between 4 games - Tennis, Hockey, Single Handball and Squash
      • Discreet logic based, no cartridges
    24. MOS CHIP
      • 1975
      • MOS technologies introduces the 6500 family of microprocessors
      • MOS: Metal Oxide Semiconductor
      • MOS tech was home to several former Motorola employees
      • One was Chuck Peddle; engineered the 6502,
      • 8-bit processor was the first processor you could buy for under $100 bucks
      • Intro-ed in 1978 for $25
      • Made graphics easier to program and played a key role in evolution of video games
      • Was the chip that made arcade games first affordable to make with microprocessors
      • First used in Sprint 2 - next slide
      • Commodore purchases major stake in MOS industries
    25. MOS CONT:
      • When the 6501 was announced, Motorola lawsuit
      • 6502 1MHz September 1975 -$25.
      • outran the more complex and expensive 6800, and Intel 8080 ,
      • CPU was so -many people believed it to be scam when showed at 1975 trade show.
      • The 6502 would quickly go on to be one of the most popular chips of its day.
      • A number of different versions of the basic CPU, known as the 6503 through 6507,
      • 6507 - which was used in the Atari 2600 and in Atari disk drives.
      • 6504 - used in printers.
      • The final addition was the "crossover" 6510 , used in the Commodore 64 , with additional I/O ports.
    26. JAPAN BEGINNINGS CONT:
      • Manga style translated easier into early video games due to graphic limitation
      • Japan’s centuries old tradition of visual culture
      • Manga and all visual forms are respected in Japanese culture
      • In Western cultures is considered childish.
      • Forms of character are seen from the very beginning western gun (gunfight), Space Invaders, Donkey Kong.
    27. Japan cont:
      • Pong crossed over to Asia in 1973
      • Bushnell tried to open office in Japan but didn’t have the distribution channels, failed and sold Atari Japan to Masaya NakaMura. Head of Nakamura Manufacturing Co. later Namco.
      • Atari had granted Nakamura exclusive rights to distribute breakout in Japan un name Burokku-kuzushi (blockbusting).
      • Yakuza began producing counterfeit machines so Nakamura began producing his own.
      • Atari sues-wins-Namco moves toward making more of their own games-(Pacman)
    28. JAPAN CONT:
      • Taito was unsure about Pong only bought one to test, was instant hit
      • Engineer; Tomohiro Nishikado, was only engineer who seem to understand electric circuitry so became Taito first designer, developer
      • Designed Pong clones; Soccer, Davis Cup, Then wanted to infuse characters like Manga style in Western Gun, (GunFight), Space Invaders
      • Was impressed with Dave Nutting’s microprocessor revision to Western Gun, and so used processor in Space Invaders
    29. SPACE INVADERS
    30. Space Invaders
      • Made by Taito, licensed for production in U.S. by Midway in 1979
      • Designed by Toshihiro Nishikado
      • Inspired by breakouts “clearing a screen”
      • Player controls cannon to shoot aliens marching down screen
      • Had stylistic characters, influenced by manga art
      • Jaws like sound effects created tension
      • Introduced high score
      • As aliens numbers get smaller they would get faster
    31. Space Invaders (Gameplay)
      • The player controlled the motions of a movable laser cannon that moved back and forth across the bottom of the video screen
      • Rows and rows of video aliens marched back and forth across the screen, slowly advancing down from the top to the bottom of the screen.
      • If any of the aliens successfully landed on the bottom of the screen, the game would end.
      • The player's laser cannon had an unlimited supply of ammunition to shoot at the aliens and destroy them before they hit the bottom of the screen.
      • The maximum 300-point value could be achieved every time if the player shot the wave's first UFO on the 23rd shot, and subsequent UFOs at 15-shot intervals thereafter.
      • Another important tactical element of the arcade game is that it is impossible for the players' spaceship to be harmed by an invader dropping an attack from the lowest line on the screen before the invader invades.
    32. Space Invaders (Tech Specs)
      • Space Invaders used an Intel 8080 as its processor, running at 2 MHz (inspired by Gunfight’s use of it)
      • Black and White, with colored overlay
      • Graphics were implemented through a 1 bpp framebuffer mapped from the main CPU address space.
      • All sound effects were implemented individually with discrete electronics.
      • The seemingly random point values awarded by the UFO utilized a hash function based on the number of shots that the player had fired in the current invasion wave.
    33. Space Invaders (The Blockbuster)
      • 1 st video game to pay for itself in average of 1 month
      • Caused yen shortage in Japan
      • Within the first year of its release, the game had generated revenue ranging in the hundreds of millions of dollars
      • Kids were begging strangers for quarters so that they could continue playing the game.
      • Ranks as one of the most influential video games ever created
      • Saved the Slumping American Market
      • Home version saved the Atari VCS/2600
      • Supreme Court Case up to 1982: City of Mesquite vs Bally owned, Aladdin's Castle.
    34. CINEMATRONICS/ VECTORBEAM
      • Based on MIT PHD Larry Rosenthal’s student thesis on new Vector technology called “Vectorbeam”
      • Cinematronics built “Space Wars”- variant on Steve Russell’s Spacewar!
      • Screen images were created from xy coordinates
      • Produced crisper and faster images
      • Followed by Warrior (Tim Skelly) in 1978- 1 st one on one vector fighting game
      • Larry Rosenthal broke-off after Space War and formed Vectorbeam
      • Cinematronics and Vectorbeam made several vector-based arcade games
    35. Late 70s Arcade Games
      • Lunar Lander
      • Asteroids
      • Safari
      • Galaxian
      • .
      • .
      • PAC-MAN!
    36. LUNAR LANDER
      • Released by Atari in 1979
      • 1st Atari Vector Game (XY technology)
      • Goal: correctly land a lunar module on the surface of the moon using the game's telemetry data
      • Unique control scheme
      • Based on a text based (later lightgun) simulation on the PDP computer teletype
        • Player entered string of numeric values for altitude, fuel level, and directional rotation
        • In all variations of the game, the player must portion a limited amount of fuel to land on the moon without crashing
      • Atari’s game introduced 2 new arcade concepts:
        • proportional throttle control
        • 'fuel for money' system
    37. Lunar Lander
      • Lunar Lander (also known as Moonlander) ran on the DEC GT40 graphics terminal (typically downloaded from a PDP-10 mainframe computer) first in 1973
      • In all variations of the game, the player must portion a limited amount of fuel to land on the moon without crashing
      • The interface was through a light pen which allowed adjusting the throttle value and the angle of the lunar lander.
      • Released by Atari in 1979
    38. Asteroids
      • 1979-Atari’s first major Blockbuster
      • Eclipsed Space Invaders-70,000 units released
      • 2 nd Vector-based game for Atari
      • Built in Lunar Lander cabinets
      • Built by Ed Logg
      • 1 st game that allowed entry of Initials for top 10 players
      • Influenced by Space War –eliminated second player
      • Object of the game is for the player to shoot and destroy asteroids without being hit by the fragments.
      • Small flying saucer fires at you, large saucer aims randomly
      • Wraparound 360 universe
      • Zen like quality
    39. Asteroids (Tech Specs)
      • The hardware consists primarily of a standard MOS 6502 CPU
      • The Digital Vector Generator (DVG),was the vector processing circuitry developed by Atari themselves for the vector graphics
      • The main Asteroids game program uses only 4 KB of ROM code.
      • Another 4 KB of vector ROM contain the descriptions of the main graphical elements (rocks, saucer, player's ship, explosion pictures, letters, and digits) in the form of DVG commands
    40. Safari
      • Released by San Diego based Gremlin Industries in 1977
      • A shoot 'em up where the player controls a hunter with a rifle who has 90 seconds to shoot as many animals as possible.
      • The player can move the hunter left, right, up, and down and can angle the rifle to shoot diagonally up or down
      • 1979 –Namcos 2 nd release after Gee Bee
      • 1 st video game to display graphics in three channel RGB color
      • Variation on Space Invaders
    41. Galaxian
      • Released by Namco in 1979 and expanded on the formula pioneered by Space Invaders
      • In contrast to Space Invaders , however, Galaxian added an element of drama by having the aliens periodically make kamikaze-like dives at the player's ship
      • Swarm after swarm of alien armies attacked the player's ship that moved left and right at the bottom of the screen.
      • The ship could only fire sparingly by default, but rearmed instantly when an enemy was hit
      • Galaxian was very successful for Namco
    42. Drag Race
      • 1979
      • Programmed by Mike Albaugh, Steve Ehret and Howard van Jepmond
      • Game features two supercharged funny cars racing off in split screen race against the clock
      • Used same technique as Excitebike that if you rev the engine too much it will redline the tachometer and blow the engine up
      • Dragsters popped wheelies, smoked the tires and threw chutes at the end of every race to add to the realism
      • Also released for the VCS
    43. Atari Football
      • Released 1979
      • Inspired from X’s and O’s
      • Considered the first true video sports game( hence was obviously bad)
      • Used with a trak ball, one of the first ones to do so
      • Introduced for the first time a playfield that extended beyond the borders of the monochrome screen, allowing plays to run the entire length of the simulated gridiron.
      • Created by Dave Stubben
      • Engineered with a Motorola 6502, 8 bit processor running at 750KHz
      • Released in 2&4 player modes
      • Released at the height of the football season hence very successful.
    44. Avalanche
      • Designed by Dennis Koble for Atari in 1978
      • You control a stack of padles to catch bitmapped boulders.
      • Later invented as Activision’s Kaboom by Atari programmer, Larry Kaplan.
      • Kaboom was one of the more successful games of the Atari VCS
    45. Fire Truck
      • Released 1978 by Atari
      • Fire Truck is a simple two-dimensional driving game
      • Your perspective is from overhead as you navigate through the city streets
      • The object is to score points by getting as much distance as possible in the least amount of time
      • Fire Truck was one of the first games to feature a cooperative feature
      • One player could either drive the fire engine or the hook and ladder while the computer drove the opposite part
    46. Basketball
      • Introduced by Atari in May 1979
      • Designed and programmed by : Chris Downend
      • Jumpball set up to the Sweet Georgia Brown
      • Main CPU : M6502 (@ 750 Khz) Sound Chips : Discrete (@ 750 Khz)
    47. Speed Freak
      • Released 1979 by Vectorbeam
      • Designed and programmed by : Larry Rosenthal (founder of Cinematronics)
      • Speed Freak was Larry's first game for Vectorbeam. Only 700 units were produced
      • In Speed Freak you drove an extremely fast car along a lonesome road. The idea was simply to drive as fast as you can without crashing.
      • The off-road scenery was limited to stick figure cows, hitchhikers, and the occasional cactus.
    48. Warrior
      • Warrior was the first one-on-one fighting game.
      • Designed and programmed by : Tim Skelly
      • A sword and armor version of Gunfight
      • Two Knights crossing swords while a sinister castle loomed above them
    49. PAC-MAN
    50. PAC-MAN (The Inventor)
      • Toru Iwatani
        • electrical engineer
        • 1 st wanted to develop pinball machines
        • Iwantani mixed favorite element of pinball and and breakout to make Gee-Bee
        • Followed up with Bomb-Bee and Cutie-Q
        • Designed cute character for Cutie-Q to attract women to games
    51. PAC-MAN (The Game)
      • Designed around concept of eating (thought young women in Japan love fun foods)
      • Completely original concept
      • 1 st game that had cinematic scene –used as reward and transition
      • Named Pakupaku – Puck-Man
        • to flap one’s mouth open and close
      • Changed name from Puck-man to Pac-man for American market-fear of vandals
      • Non-violent game with cute characters
      • Original design was an animated pizza with a missing wedge
      • Colorful “ghosts”
      • 240 dots in the maze
    52. PAC-MAN vs. PUCK MAN
    53. PAC-MAN (The Phenomenon)
      • 1 st iconic video game character
      • 100,000 machines in US
      • Many strategy guides on New York Times bestseller list in 1981
      • Cover of Time, MAD
      • Pac-Man Fever (song) reached #9 Billboard
      • Lunch-boxes, figurines, Was Hit Saturday Morning TV show
      • More maze games after the success of Pac-man
      “ Like electronic images gobbling dots across a video screen, the PAC-men darted among the elegant rooms of the National Republican Club on Capitol Hill. “ -TIME, Oct. 25, 1982
    54. PAC-MAN (Failed Atari 2600 Port)
      • Poor color scheme
      • Hardware limitations
      • “ Ghosts” instead of “Monsters”
      • Different sound scheme
    55. PAC-MAN (Variations)
      • Ms Pac-man (1982)
        • Sequel to Pac-Man
        • Similar gameplay but: Different character, Four different mazes, “Fruits” wander around
      • Jr. Pac-man (1983)
      • Pac-man 3D (1999)
      • PacPix (2005)
    56. PAC-MAN (Trivia)
      • Listed on EGM’s “Top 200 Games of Their Time” – 2 nd behind Super Mario
      • Level 256 is unplayable
        • Billy Mitchell offered $100,000 to anyone who could clear the level before 1/1/2000
      • Billy Mitchell
        • 1 st person to achieve a “perfect” score (3,333,360) – 7/3/99
    57. PAC-MAN (World’s Smallest!)
      • http://guimp.com/pacman_flash.html
      • 18 X 18 pixels
      • Only one ghost
    58. PAC-MAN (The Future)
      • The Human Pac-Man
        • Developed by researchers in Singapore
        • Central computer system, GPS receivers and wireless LAN to keep track of players
        • Cost: $10,000 - $20,000
    59. Early Nintendo
      • Nintendo-founded in 1889
      • “ the place where luck is left in heavens hands”
      • Hanafuda - cracker sized playing cards (still considered the best)
        • Used by Yakuza in gambling
      • 1949 Nintendo Trading Card -> Nintendo Co.
      • Open business to new avenues
      • 1969-Big push in Games division-
      • Hiroshi Imanishi general affairs manager
    60. Gunpei Yokoi: Ahead of his time • Born in 1941 in Kyoto, Japan • Attended Doshinsha University; degree in electronics • Originally hired by Hiroshi Yamamuchi in 1965 to maintain the assembly lines for Nintendo’s card-game lines 1941 ~ 1997
      • Gunpei Yokoi, started as maintenance man on hanfuda printers
      Early Nintendo
    61. Nintendo
      • 1969-focus on new games division
      • Yokoi’s inventions defined the new games division
      • Ultra Series; plastic hand, pitching machine, toy periscope
      • Beam Gun series first major hit
      • Light beam/ solar cell/electric circuit
      • Laser Clay Ranges//converting bowling alleys
      • El Conga-drum synth
      The Ultrahand Nintendo Light Beam Gun The Ultra Machine Nintendo Love Tester Laser Clay
    62. Nintendo
      • Because of Yokoi’s inventions, Nintendo became established name in high tech entertainment
      • 1977 Nintendo licensed Magnavox new color Odyssey system, as Color TV Game 6
      • CTVG6 bright orange and rounded design. Toy Like Look and Feel, Nintendo’s TradeMark.
      • Full Color Graphics,, six variations on PONG
      • Huge hit!
      • CTVG15 15 games and removable controllers
      • Huge Hit!
      • One Million units sold between the two
      • Then enter Shigiro Myamoto
    63. Early Nintendo Arcade
      • 1978-Motivated by huge success of Space invaders Nintendo turned to Arcade Market
      • Invaders clone Space Fever-Miyamoto drew in game characters
      • 1979-Sheriff (Western gun)-characters/marquee
      • 1980-Space Firebird -characters
      • 1980-RadarScope – marquee
    64. Miyamoto Bio
      • Born 1953 Sonebe, outskirts of Kyoto
      • Heavily influenced by manga and animation films
      • Drawing, painting, puppets
      • Love to explore countryside
      • Degree in industrial design
      • Loved designing toys
      • PACMAN was favorite game, “1 st true design”
    65. Miyamoto comes to Nintendo
      • Used childlike iconography so that kids could understand controls
      • Staple of Myamoto’s process: ninjenkougaku-human engineering-art and science of creating smooth and natural interface between machine or game and user.
      Whee!!! Cute furry animals everywhere!!
    66. Miyamoto’s Console Designs
      • First projects were external looks of home game machines Racing 112 and Burokku-kuzushi (Blockbuster-Breakout)
    67. Nintendo Dilemma
      • RADARSCOPE-More complex Galaxian
      • In 1980 was the second most successful game under PuckMan
      • Ordered 3000 units for US
      • Only sold 1000
      • 2000 cabinets left over
      • Needed new game for cabinet, Miyamoto was only designer available
    68. Donkey Kong
      • Miyamoto inspired by Beauty and the Beast, King Kong, Popeye
      • Story told in 4 parts, like manga comic
        • Most distinct levels of any game at that time
      • Mario (Jumpman) is an “everyman”- an accessible hero
      • Mario design was also created around tech limitation
        • Mustache>could not render a defined mouth
        • Red Cap to cover need to render hair
        • Large Gloves to accentuate movement
      • Mario became 1 st believable animated figure in video games
    69. Donkey Kong
      • 1 st game that sets up a story ( & 1st time that the story preceded programming)
      • 1 st damsel in distress
      • 1 st use of cut scenes to advance story
      • Establishes real life setting, antagonist, goal, story
      • Early platformer – run/jump/climb basic functions of play
      • Released 1981
      • Outsold SPACE INVADERS and PACMAN
    70. Donkey Kong Jr.
      • Reversed story
      • Both games have high score goal as established by Space Invaders
      • But main goal is to complete the story!

    + wuzziwugwuzziwug, 4 years ago

    custom

    3698 views, 0 favs, 1 embeds more stats

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 3698
      • 3697 on SlideShare
      • 1 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 0
    Most viewed embeds
    • 1 views on https://s3.amazonaws.com

    more

    All embeds
    • 1 views on https://s3.amazonaws.com

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories