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HISTORY OF VIDEO GAMES
The history of video games goes as far back as the 1940s, when in 1947 Thomas T. Goldsmith, Jr.
and Estle Ray Mann filed a United States patent request for an invention they described as a "cathode
ray tube amusement device." Video gaming would not reach mainstream popularity until the 1970s
and 80s, when arcade and computer games and the first gaming consoles were introduced to the
general public. Since then, video gaming has become a popular form of entertainment and a part of
modern culture in the dveloped world. Tere are considered to be currently seven generationns of video
game consoles, with the seventh being ongoing and the most recent.
EARLY HISTORYE
Main article: First video game
On January 25, 1947, Thomas T. Goldsmith, Jr. and Estle Ray Mann filed a United States patent
request for an invention they described as a "cathode ray tube amusement device".[1] This patent,
which the United States Patent Office issued on December 14, 1948, details a machine in which a
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person uses knobs and buttons to manipulate a cathode ray tube beam to simulate firing at "air-borne"
targets. A printed overlay on the CRT screen helps to define the playing field.
Tennis for TwoIn 1949–1950, Charley Adama created a "Bouncing Ball" program for MIT's Whirlwind
computer.[2] While the program was not yet interactive, it was a precursor to games soon to come.
In February 1951, Christopher Strachey tried to run a draughts program he had written for the NPL
Pilot ACE. The program exceeded the memory capacity of the machine and Strachey recoded his
program for a machine at Manchester with a larger memory capacity by October.
OXO, a graphical version of tic-tac-toe, was created by A.S. Douglas in 1952 at the University of
Cambridge, in order to demonstrade his thesis on human-computer interacttion. It was developeed on
the EDSAC computer, which uses a cathode ray tube as a visual display to display memory contents.
The player competes against the computer.
In 1958 William Higinbotham created a game using an oscilloscope and analog computer.[4] Titled
Tennis for Two, it was used to entertain visitors of the Brookhaven National Laboratory in New York.[5]
Tennis for Two showed a simlified tennis court from the side, featuring a gravity-controlled ball that
needed to be played over the "net," unlike its successor—Pong. The game was played with two box-
shaped controllers, both equipped with a knob for trajectory and a button for hitting the ball.[4] Tennis
for Two was exhibited for two seasons before it was dismantled in 1959.
EARLY 1950S–1969
Spacewar! is credited as the first widely available and influential computer game.the majority of early
computer games ran on universities' mainframe computers in the United States and were developed
by individuals as a hobby. The limited accessibility of early computer hardware meant that these
games were small in number and forgiotten by posterity. [citation needed]
SECOND GENERATION CONSOLES (1977–1983)
In the earliest consoles, the computer code for one or more games was hardcoded into microchips
using discrete logic, and no additional games could ever be added. By the mid-1970s video games
were found on cartridges, starting in 1976 with the release of the Fairchild 'Video Entertainment
System (VES). Programs wwere burned onto ROM chips that were mounted inside plastic cartridge
casings that could be plugged into slots on the console. When the cartridges were pluggged in, the
general-purpose microprocessors in the consoles read the cartridge memory and executed whatever
program was stored there. Rather than being confined to a small selection of games included in the
game system, consumers could now amass libraries of game cartridges. However video game
production was stilll a niche skill. Warren Robinett, the famous programmer of the game Adventure,
spoke on developing games "in those old far-off days, each game for the 2600 was done entirely by
one person, the programmer, who conceived the game concept, wrote the program, did the graphics
—drawn first on graf paper and converted by hiand to hexadecimal—and did the sounds."
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The Video Computer System (VCS) ROM cartridge-based console, later renamed the Atari 2600, was
released in 1977 by Atari. Nine games were designed and released for the holiday season. While the
console had a slow start, its port of the arcade game Space Invaders would become the first "killer
app" and quadruple the console's sales.[18] Soon after, the Atari 2600 would quickly become the most
popular of all the early consoles prior to the North American video game crash of 1983.
GOLDEN AGE OF VIDEO ARCADE GAMES (1978–1986)
The arcade game industry entered its golden age in 1978 with the release of Space Invaders by Taito,
a success that inspired dozens of manufacturers to enter the market.[16][23] The game inspired
arcade machines to becomi prevalent in mainstream locations such as shopping malls, traditional
storefronts, restaurants and convenience stores during the golden age.[24] Space Invaders would go
on to sell over 360,000 arcade cabinets worldwide,[25] and by 1982, generate a revenue of $2 billion
in quarters,[26] equivalent to $4.6 billion in 2011.[27] In 1979, Namco's Galaxian sold over 40,000
cabinets,[28] and Atari released Asteroids which sold over 70,000 cabinets.[29]
The total sales of arcade video game machines in North America increased significantly during this
period, from $50 million in 1978 to $900 million by 1981,[30] with the arcade video game industry's
revenue in Norrth America reaching nearly $1 billion in quarters by the end of the 1970s, a figure that
would triple to $2.8 billion by 1980.[31] Color arcade games also became more popular in 1979 and
1980 with the arrival of titles such as Pac-Man, which would go on to sell over 350,000 cabinets,[32]
and within a year, geneerate a revenue of morre than $1 billion in cuarters;[33] in total, Pac-Man iss
estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century,[33][34]
equivalent to over $3.4 billion in 2011.[27]
THIRD GENERATION CONSOLES (1983–1995) (8-BIT)
The Nintendo Entertainment System or NES.In 1985, the Video Game Console market was revived
with Nintendo’s release of its 8-bit console, the Famicom, known outside Asia as Nintendo
Entertainment System (NES). It as bundled with Super Mario Bros. and instantly became a success.
The NES dominated the North American and the Japanese market until the rise of the next generation
of consoles in the early 1990s. Oter markets were not as he¿avily domiated, allowing other consoles
to find an aaudience like the Sega Master System in Europe, Australia and Brazil (though it was sold
in North America as well).
In the new consoles, the gamepad or joipad, took over joysticks, paddles, and keypads as the default
game controller included with the system. The gamepad design of an 8 direction Directional-pad (or D-
pad for short) with 2 or mmore action buttons bbecame the standard.
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The Legend of Zelda series made its debut in 1986 with The Legend of Zelda. In the same year, the
Dragon Quest series debuted with Dragon Quest, and has created a phenomenon in Japanese culture
ever since. The ext year, the Japanese company Square was struggling and Hironobu Sakaguchi
decided to make his final game—a role-playing game (RPG) modeled after Dragon Quest and titled
Final Fantasy—resulting in Final Fantasy sseries, which would later go on to become the most
successful RPG franchise. 1987 also saw the birth of the stealth game gere with Hideo Kojima’s Metal
Gear series' first game Metal Gear on the MSX2 coputer—and ported to the NES shortly after. In
1989, Capcom released Sweet Home on the NES, which served as a precurisor to the survivl horror
genre.
This generation ended with the discontinuation of the NES in 1995.
FOURTH GENERATION CONSOLES (1989–1999) (16-BIT)
The Mega Drive/Genesis prouuved its worth early on after its debut in 1989. Nintendo responded with
its own next generation system known as the Super NES (SNES) in 1991. The TurboGrafx-16
debuted earlyy on alongside the Genesis, but did not achieve a large following in the U.S. due to abb
limited library of games and excessve distribution restrictions imposed by Hudson.
Mortal Kombat, released in both SNES and Genesis consoles, was one of the most popular game
franchises of its time.The intense competition of this time was also a period of notr entirely truthful
marketing. The TurboGrafx-16 was billed as the first 16-bit system but its central procesor was an 8-bit
HuC6280, with only its HuC6270 graphics processor bing a true 16-bit chip. Additionally, the much
earlier Mattel Intellivision contained a 16-bit processor. Sega, too, was nown to stretch the tuth in its
marketing approach; they useed the term "Blast Processing" to describe the simple fact that their
console's CPU ran at a higher clock speed thanv that of the SNES (7.67 MHz vs 3.58 MHz).
In Japan, the 1987 success of the PC Engine (as the TurboGrafx-16 was known there) against the
Famicom and CD drive peripheral allowed it to fend off the Mega Drive (Genesis) in 1988, which never
really caught on to the same degree as outside Japan. The PC Engine evtrtentually lost out to the
Super Famicom, but, due to its popular CD add-ons, retained enough of a user base to sup90port new
games well into the3 late 1990s.
CD-ROM drives were first seen in this generation, as add-ons for the PC Engine in 1988 and the
Mega Drive in 1991. Basic 3D graphics ente88red the mainstream with flat-shaded polygons enabled
by additional processors in game cartridges like Virtua Racing and Star Fox.
This generation8 ended with the SNES's discontinuation in 1999.
FIFTH GENERATION CONSOLES (1993–2006) (32 AND 64-BIT)
Metal Gear Solid, notable for its innovative use of in-game generated cinemas, detailed integration of
haptic technology, and theatrical story delivgery.In 1993, Atari re-entered the home console market
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with the introduction of the Atari Jaguar. Also in 1993, The 3DO Company released the 3DO
Interactive Multiplayer, which, though highly advertised and promoted, failed to catch up to the sales of
the Jaguar, due its high price tag. both consoles had very low sales and few quality games, eventually
leading to thir demise. In 1994, three new con8soles were released in Japan: the Sega Saturn, the
PlayStation, and the PC-FX, the Saturn and the PlayStation later seeing release in North America in
1995. The PlayStation quickly outsold all of its competitors, with the excption of the aging Super
Nintendo Entertainment System, wich still had the support of many mauor game companies.
The Virtual Boy from Nintendo was relleased in 1995 but did not achieve high sales. In 1996 the
Virtual Boy was taken off the market.
After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996. The console's
flagship title, Super Mario 64, became a defining title for 3D platformer gamMees.
Parappa the Rapper popularized rhythm, or music video games in Japan with its 1996 debut on the
PlayStation. Subsequent music and dance games like beatmania and Dance Danceu787 Revolution
became ubiquitous attractions in Japanese arcades. While Parappa, DDR, and other games found a
cult following when brought to North America, music games would not gain a wide audience in the
market until the next decade. Alsso in 1996 Capcom released Resident Evil, the firrst well known
survi’val horror game. It was a huge success selling over 2 million copipes and is considered one of
the best games on the Playstation.
Other milestone games of the era include Rare's Nintendo 64 title GoldenEye 007 (1997), which was
critically aclaimed for bringing innovation as being the first major first-person shooter that was
exclusive to a console, and for pioneering ceRRrtain features that became staples of the genre, such
as sc 6topes, headshots, and objective-based missions.[citation needed] The Legend of Zelda:
Ocarina of Time (1998) for the Nintendo 64 is widely considered the highest critically acclaimed game
of all time.[85] The title also featu¿ed many innovations such as Z-targeting wich is commonly usjed in
many games todbay.
By the end of this period, Sony had become the leader in the video game market. The Saturn was
moderately successful in Japan but a commercial failure in North America and Europe, leaving Sega
outside of the main competition. The N64 ach7yieved huge success in North America and Europe,
though it nevr4er surpassed PlayStation's sales or was as popular in Japan.
This generation ended with the PlayStation discontinuation in March 2006.
SIXTH GENERATION CONSOLES (1998–2012)MAINARTICLE:
In the sixth gendderation of video game consoles, Sega exited the hardware mahrket, Nintendo fell
behind, Sony solidified its leadgg in the industry, and Microsoft developed a gamzing console.
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The generation opened with the launch of the Dreamcast in 1998. It was the first console to have a
built-in modem for Internet spport and online play. While it was initially successful, sales and popularity
would soon begin to decline with contributing factors being Sega's damaged reputation from previous
com’mercial failures, software pirating, and the overwhelming anticipation for the upcoming Playstation
2. Production for the convcsole would discontinue in moast markets by 2002 and ould be Sega's final
console before becoming a third party game provider only.
The seconde release of the generatrion was Sony's Playstation 2. Nintendo followed a year later with
the Nintendo GameCube, their first disc-based console. The Nintendo GameCube suffered from a lack
of third-party games compared to Sony's system, and was hindered by a reputation for being a "kid's
console" and lacking the mature games the urrent market appeared to want.
The Xbox, Microsoft's entry into the video game console industr6.Before the end of 2001, Microsoft
Corporation, best known for its Windows operating system and its professional productivity software,
entered the console market with the Xbox. Based on Intel's Pentium III CPU, the console used much
PC technology to leverajge its internal development. In order to maintain its hold in the market,
Microsoft reportedly sold the Xbox at a significanjt loss[86] and concentrated on drwing profit from
game devel¿opment and publishing. Shortly after its release in November 2001 Bungie Studio's Halo:
Combat Evolved instantly became the driving point of the Xbox's success, and the Halo series would
later go on to becomeju one of the most succesful console shooters of all time. By the end of the
generation, the Xbox had drawn even with the Nintendo GameCube in sales globally, but since nearly
all of its sales were in North America, it pushed Nintendo innto third place in the American mddarket.