-Media-

Monday, November 13, 2006

nintendo wii- 2006

The key feature of the Wii console is its wireless controller, the Wii Remote, which may be used as a handheld pointing device and can detect motion and rotation in three dimensions. The console also notably features WiiConnect24, which enables it to receive messages and updates over the Internet while consuming very little electrical power.

ps3

The PS3 was released on November 11, 2006 in Japan, and will be released on November 17, 2006 in the United States and Canada, and March, 2007 in Europe and Australasia, and will ship in two initial configurations. Sony officially unveiled the PS3 to the public on May 16, 2005 during an E3 conference. A functional version of the console was not at E3 2005 or the Tokyo Game Show in September 2005, although at both events, demonstrations were held on devkits (e.g. Metal Gear Solid 4: Guns of the Patriots) and comparable PC hardware, and video footage based on the predicted PS3 specifications was produced (e.g. Mobile Suit Gundam).[5] It was not until E3 2006 that games were shown on actual PlayStation 3 systems. In preparation for launch, Sony demonstrated 27 playable PS3 titles during the Tokyo Game Show in September 2006 on final hardware.[6]

Xbox 360 - 2005

The Xbox 360 is the successor to Microsoft's Xbox video game console, developed in co-operation with IBM, ATI, Samsung and SiS. Information on the console first came through viral marketing campaigns and it was officially unveiled on MTV on May 12, 2005, with detailed launch and game information divulged later that month at the prominent Electronic Entertainment Expo. The Xbox 360 is the first console to have a simultaneous launch across the three major regions, and the first to provide wireless controller support at launch. The console sold out completely at release and has since sold 6 million consoles worldwide. It is the first console to be released in the seventh generation of game consoles and competes against Sony's PlayStation 3 and Nintendo's Wii. The system contains a 3.2 GHz tri-core PowerPC based CPU and a 500 MHz GPU. Its Xbox Live service allows gamers to compete online, download games and additional content. Microsoft believes that its push towards high-definition gaming, year-early head start and its Xbox Live online gaming service will help the console be successful.

Sunday, November 05, 2006

Gamecube - 2001


Launched in the fall of 2001, the GameCube is Nintendo's foray into the 128-bit generation. With a 405 MHz processor and strong lineup of games, GameCube will likely include popular Nintendo titles like Pokemon, Mario and Zelda. Games will come on 3-inch disks on a format incompatible with standard CD and DVD drives, partly to reduce piracy. For that reason, it's not expected to include DVD playback as an option. Other features include wireless game pads and a modem for Internet play.

Microsoft Xbox - 2001


One of the most widely anticipated game console products, the U.S. version of PlayStation 2 will offer faster game playing speeds, better picture quality and added features DVD movie playback. PS2 contains an expansion bay roomy enough to house a 3.5-inch hard drive as well as a network adapter for Internet access. Despite critical shortages in manufacturing parts, Sony said it still expects to ship 3 million units in North America before March 2001.

Microsoft arent ment to have gained any profits from this console, it was a success and did feature many amazing games such as ' halo ' - these were only for the xbox. Although it did lag behind the ps2.

Playstation 2 - 2000


One of the most widely anticipated game console products, the U.S. version of PlayStation 2 will offer faster game playing speeds, better picture quality and added features DVD movie playback. PS2 contains an expansion bay roomy enough to house a 3.5-inch hard drive as well as a network adapter for Internet access. Despite critical shortages in manufacturing parts, Sony said it still expects to ship 3 million units in North America before March 2001.

Sega Dreamcast - 1999


The first console game machine to sport 128-bit architecture, Sega's Dreamcast packed hardware normally found only in a powerful PC. It boasted a 200 MHz processor, a 64 channel audio chip and 26 megabytes of RAM, all dedicated to playing games. This computing power translated into faster, smoother and more detailed action on the screen. The Dreamcast also had a built-in 56K modem to capitalize on the surging popularity of online games.

Nintendo 64 - 1996


Nintendo skipped the 32-bit era, dismissing the Sega and Sony console threats while working on its own next-generation machine. The N64, released in the U.S. in 1996, gave a 64-bit boost to the company's classic hits, and featured the more 3-dimensional feel that gamers had come to crave. The N64's imagery was produced by Silicon Graphics, the computer company that brought tornadoes and dinosaurs to life on the big screen. While still a viable force in the gaming world, the N64 is beginning to show its age and gamers are anticipating the release of Nintendo's next console, the GameCube, in 2001.

Sony Playstation- 1995


Sony's PlayStation began its life as a CD attachment for the Super NES. When Sony and Nintendo disagreed on how the new device would be marketed, Sony decided to further develop the PlayStation into a game machine of its own. The PlayStation was released in the United States in September 1995, starting the era of 32-bit video games and taking off in popularity. As of May, 2000, one out of every four households in the United States owned a PlayStation.

Nintendo super snes- 1991


Nintendo's entry into the 16-bit gaming business came packaged with "Super Mario World." It lagged behind the Sega Genesis in popularity for some time but eventually caught up and evened the race between the two systems. The Super NES and Sega shared the top of the video game market for the next five years or so, until the advent of 32-bit games. This era of competition had the effect of increasing the selection of games available, with a wider variety of third-party games then ever before being developed and marketed for both systems.

Sega Genesis- 1989


The Genesis, Sega's entry into the video game market, was released in Japan in 1988 as the MegaDrive. The console, with its 16-bit processor, gave Nintendo its first run for its money. Sega arcade games translated well to the Genesis, and 3rd party game designers began to defect from Nintendo and produce for the more advanced Genesis. Sega also released Sonic the Hedgehog in 1991, a direct response to Nintendo's Super NES. The game capitalized on the speed of the Genesis processor and soon became a hit.

Friday, October 20, 2006

NEC Turbografx-16- 1989


The Turbografx-16 was released in Japan as the PC-Engine in 1988. It had an 8-bit CPU with a 16-bit graphics chip, and was the first syst3m to have a CD player attachment. The c0nsole lost out in the market to the S3ga Genesis, due partially to a smaller g@me selection and a less powerful 8-bit CPU.

Tuesday, October 17, 2006

Atari 7800- 1988


The Atari 7800 ProSystem, known simply as the 7800 to Atari g@mers, was Atari's attempt to save the dying videog@me industry by launching a new generation of videog@mes which was to be far superior to those of previous genres. This new generation pioneered by the 7800 was to be the modern 8-bit era of the late 1980's. Early on in 1983, Atari surveyed g@mers to begin to find out what they wanted in a home Atari system. More importantly, Atari listened. G@mers wanted a powerful g@me system that could produce arcade-quality graphics, would be simple to use with sleek, responsive controllers, offered out of the box reverse-compatability with the Atari 2600 and its existing components, and would all be packaged in a sleek compact design. ...And thats exactly what Atari gave them. Gone was the bulky beast of the 5200 and its flimsy complicated analog controllers, and in came the new era of the sleek yet sothical Atari 7800 ProSystem, elegantly designed to carry a big punch in a little package.

N!ntendo N3S- 1985


The N!ntendo Entertainment System, released in Japan in 1983 as the Famicom (Family Computer), marked the second age of home video g@mes and the start of N!ntendo's dominance in the video-g@ming world. It was an 8-bit system with 52-color graphic capability and only 2K of RAM; it became a runaway success. It was the best-selling video g@me system since the Atari 2600. Super Mario Bros. 3, released in 1988, sold more than 7 million copies. The popularity of the N3S eventually made N!ntendo Japan's most successful company by 1990.

Atari 5200- 1982


The 5200 was Atari's attempt to regain the popularity lost with the release of more sophisticated competitors. It was basically the same processor as the Atari 400 home computer, with 16K of RAM. Its retail price was $330USD- quite alot.

The Atari 5200 cartridges were nearly twice the size of those for the 2600,and were basically designed in this fashion to make the consumer think they were getting a “bigger and better” g@me.In addition, the fact that the 5200 was not compatible with the 2600 put off many 2600 owners who had accumulated a substantial library of g@mes for the system. A VCS adaptor which allowed 2600 g@mes to be played on the 5200 was later released.

Over the next few years, the PC market was born and home computers from Apple & IBM became widely available. This caused poor sales to video consoles and is often referred to as 'great video g@me crash of 84.'

Colceo Gemini- 1982


Telstar (company who makes the colecos) return to the video g@me market was a gamble. They had been developing the machine , but with the introduction of more and more cartridge machines they were forced to dump over a million of there machines- losing well in excess of over $20 million.

The machine itself, was an exact copy of the Atari 2600 (as Atari hadnt patented ther parts and copy-righted there prgrammes they couldnt do anything about it.) The only slight differences to the machine were the the look and coleco had combined both Atari controllers.

The machine was sold for slightly less than the 2600, hoping to bring in buyers that way- retailing at under $199.95USD.

Mattel Intellivision- 1980


Intellivision became the main competition to the Atari 2600 and marketed itself as a more sophisticated system. It was the first 16-bit home g@me console, with graphics that were far superior to the 2600. It also had a separately available voice synthesizer module. The directional disc controllers, unpopular at the time, anticipated the keypad controllers that became standard with consoles in the 1990s.

Magnavox Odyssey2- 1978


The second generation of Odyssey consoles had a cult following but never gained the popularity of Atari. The Odyssey2 had a built-in keyboard, unique among 8-bit g@ming consoles. It was the best-selling of a variety of Atari competitors, including the Bally Astrocade and the Fairchild Channel F, which used the same basic technology as the 2600.

Atari VCS/2600- 1977


Atari's VCS (Video Computer System) was the first Atari 8-bit video g@ming machine, which was later called the 2600. It revolutionized the home video g@me market by refining the concept of a g@me system that used interchangeable cartridges. Atari maintained the upper hand in the market in coming years by producing a large selection of cartridges, as well as licensing home versions of popular arcade g@mes and the rights to movies like "ET" and "Raiders of the Lost Ark." The Atari 2600 was on the market until 1990, making it the machine with the longest market time in history.

Atari VCS/2600- 1977

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Tuesday, October 10, 2006

APF imagination machine

APF were a major distributor of calculators, before entering the g@mes console market. The machine was really more of a computer- although still played games, boasting 9k RAM, with 14k BASIC in ROM and a 53-key typewriter. It would generate a fine resolution pictuyre either on your television set or monitor (in eight colours.) It had two built in, game style controllers with joysticks and numeric keypads.

Imagination Machine is programmable in BASIC and 6800 machine language. The Imagination
Machine is also expandable. Just add our
"Building Block", an optional, four-port
expansion device, and you can hook up a
printer, telephone modem, and additional
memory cartridge or mini-floppy disk drive.

The machine had some very good pluses

· The g@mes were surprisingly good, in cassette and cartridge form.
· Each of the two controllers had there own numeric keypads.
· The built in cassette recorder (used to load and save g@mes) would have two channels, one for loading the game and the other for recording/playing your own voice. This was a unique feature and very fun too.


The APF Imagination Machine could be purchased as a single unit for $599USD, or you could purchase the console ($130) and the MPA-10 module ($499) separately.

Radofin-Video Systems Family also known as 1292


The 1292 Advanced Programmable Video System was first created in 1976 by a company called Radofin. Radofin then licensed the technology to other companies throughout the United Kingdom. Acetronic, Prinztronic, Fountain, Grandstand, Audiosonic, Hanimex and Lansay, each made consoles based on Radolfin's design for different parts of the world. Some of these variations were identical to the 1292 Advanced Programmable Video System, but sported different labels based on the maker. Other companies altered the original external design completely.

The Interton VC-4000 was also released in Europe. The overall design and specs are similar to the 1292 Radolfin family, but it is unclear whether this unit was licenced by Radolfin or developed before. The console was supposedly developed by Interton in 1974, but released in 1978. Both Interton and Radofin were German based companies.

All the systems used 32-pin cartridges, and 2 controllers (which are hard-wired to the system). These controllers had 12 buttons and a 2-axis analogue control. The pack-in games that came with most systems were Olympics and Invaders. It was possible to play carts on the various models with or without use of an adaptor. The numerous models also produced a large library of games.

Because of the similar architecture, it was believed that 1292 games could be played on the Emerson Arcadia with modifications. However thanks to hardware gurus and emulation it has been proven that it cannot be done.

The PC-50X Cart family


The world was going through ‘pong madness.’ Developers started to create advancements onto the AY-3-8500 chip, adding colour and better sound- generally improving the whole gaming experience.

Europe did not see the release of Intelvision and Atari 2600 till the early 1980s. This allowed Pong to have a longer success. Rather then creating a new machine for each new chip, developers took the General Instruments popular line of chips and slapped them into cartridges. These carts were not like ROM carts used in later systems. They simply housed a specific General Instruments processor chip with pin outs to interface with a console. These were the PC-50X line of cartridges. Heres what they look like.


With PC-50X cartridges manufactures were able to produce a console machine which could play several g@mes instead of only one, even being able to market them at a low cost. The units themselves were made in Hong Kong, and were marketed by Creatronic, Hanimex, ITMC, Rollet, Grandstand , Soundic and lord knows how many other manufacturers.

The initial model SD-050 varied in its appearance, having various colours and designs with slight modifications and manufactures names. Although they had basically the same look and overall design, two detachable controllers and ten buttons on the top of the machine- which would be used to select different cartridges. It would be these ten buttons which would allow the public to easily identify with the console.

New models were being introduced well into the 80’s with improvements such as additional settings, more realistic sounds and SECAM colour (four colours.)

Atari Pong- 1975


This is the home version of the popular Atari arcade Pong g@me. It made a huge cultural splash and started the video g@me boom. The game, sold through Sears-Roebuck, had two built-in controllers and only played Pong. Many different Atari Pong systems were released between 1975 and 1977, featuring g@ming innovations such as color and digital on-screen scoring.

Friday, October 06, 2006

Coleco TELSTAR-1976


Telstar systems began in 1976, there console was one of the first systems to use a new chip (AY-3-8500 chip.) It could play three games, hockey, tennis and handball- with three difficulty levels. It was a great success and sold over 1 million units, retailing at $50 each.

In 1978 a variation on the system was also released but with a more up to date chip (AY-3-8510.) This enabled the system to offer four games, this time in colour, aswell as a much sharper sound- many other systems at the time had unpleasant sound.

Selecting the games is used by pressing down on a push-switch, which was much easier to use and more robust. Strangely the system required 2 9v batteries, one for the games and one for the sounds, which was quite unusual.

The g@me systems were sold ‘not fully assembled.’ They were ready to play but needed the knobs and decorative stickers to be attached, more of a Do It Yourself g@mes console.

Tuesday, October 03, 2006

Magnavox Odyssey- 1972


The Magnavox Odyssey was the very first home gaming console, created by Ralph Baer. It played simple games, such as ''pong'', ''table tennis'' and ''volleyball.''


Production started on 27th of January, being released in May 1972. Being heavily advertised it reportingly sold 100,000 units priced at $100 each, which was alot of money at the time.


The Odessey had no specifications, being made up of mainly transistors, resisters, and capacitors with other simple components. The g@mes themselves were contained in cards which contained pin outs, to change the game settings- making the game play. Plastic overlays would have to be placed over the tv sets in order to see the graphics and colour, the colour just being white squares over a black background. Six game cards come with the system, aswell as a 36-page user manual which gave information on the twelve games offered by the system.

Before it became the Odessey, it was called '' The Brown Box.''

History Of Video Gaming

Video Games have come a far way since the very beginning. In 2005 more than 228 million computer and video g@mes were sold in america alone- thats almost two games for every household. Not suprisingly the video g@me market has grown and grown, raking in $10.5B in 2005.