Oh look history of video games....

Tennis for Two – Modern recreation
In 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 (checkers) program he had written for the
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.
Also in 1951, while developing television technologies for New York based electronics company
Loral, inventor
Ralph Baer came up with the idea of using the lights and patterns he used in his work as more than just calibration equipment. He realized that by giving an audience the ability to manipulate what was projected on their television sets, their role changed from passive observing to interactive manipulation. When he took this idea to his supervisor, it was quickly squashed because the company was already behind schedule.
[3]
OXO, a graphical version of
tic-tac-toe, was created by
A.S. Douglas in 1952 at the
University of Cambridge, in order to demonstrate his thesis on human-computer interaction. It was developed on the
EDSAC computer, which uses a cathode ray tube as a visual display to display memory contents. The player competes against the computer.

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 forgotten by posterity.
[citation needed]
In 1959–1961, a collection of interactive graphical programs were created on the TX-0 machine at MIT:
- Mouse in the Maze: allowed players to place maze walls, bits of cheese, and, in some versions, martinis using a light pen. One could then release the mouse and watch it traverse the maze to find the goodies.[7]
- HAX: By adjusting two switches on the console, various graphical displays and sounds could be made.
- Tic-Tac-Toe: Using the light pen, the user could play a simple game of tic-tac-toe against the computer.
In 1961, a group of students at
MIT, including
Steve Russell, programmed a game titled
Spacewar! on the
PDP-1, a new computer at the time.
[8] The game pitted two human players against each other, each controlling a
spacecraft capable of firing missiles, while a
star in the center of the screen created a large hazard for the crafts. The game was eventually distributed with new DEC computers and traded throughout the then-primitive
Internet.
Spacewar! is credited as the first influential computer game.
Also in 1961,
John Burgeson wrote the first computer baseball
simulation game on an
IBM 1620 Computer at the IBM facility in Akron, Ohio.
[9] Users picked a lineup and could then watch the results of their simulated game printed out by the computer.
In 1966,
Ralph Baer engaged co-worker Bill Harrison in the project, where they both worked at military electronics contractor Sanders Associates in
Nashua, New Hampshire. They created a simple video game named
Chase, the first to display on a standard television set. With the assistance of Baer, Bill Harrison created the
light gun. Baer and Harrison were joined by Bill Rusch in 1967, an MIT graduate (MSEE) who was subsequently awarded several patents for the TV gaming apparatus.
[10] Development continued, and in 1968 a prototype was completed that could run several different games such as table tennis and target shooting. After months of secretive labouring between official projects, the team was able to bring an example with true promise to Sanders' R & D department. By 1969, Sanders was showing off the world’s first home video game console to manufacturers.
[3]
In 1969,
AT&T computer programmer
Ken Thompson wrote a video game called
Space Travel for the
Multics operating system. This game simulated various bodies of the solar system and their movements and the player could attempt to land a spacecraft on them. AT&T pulled out of the MULTICS project, and Thompson ported the game to
Fortran code running on the
GECOS operating system of the
General Electric GE 635 mainframe computer. Runs on this system cost about $75 per hour, and Thompson looked for a smaller, less expensive computer to use. He found an underused
PDP-7, and he and
Dennis Ritchie started porting the game to PDP-7
assembly language. In the process of learning to develop software for the machine, the development process of the
Unix operating system began, and
Space Travel has been called the first UNIX application.
[11]
Early arcade video games (1971–1977)[edit source | editbeta]
In September 1971,
Galaxy Game was installed at
Stanford University. Based on
Spacewar!, this was the first coin-operated video game. Only one was built, using a DEC
PDP-11 and vector display terminals. In 1972 it was expanded to be able to handle four to eight consoles.
Also in 1971,
Nolan Bushnell and
Ted Dabney created a coin-operated
arcade version of
Spacewar! and called it
Computer Space.
Nutting Associates bought the game and manufactured 1,500
Computer Space machines, with the release taking place in November 1971. The game was unsuccessful due to its steep learning curve, but was a landmark as the first mass-produced video game and the first offered for commercial sale.
Bushnell and Dabney founded
Atari, Inc. in 1972, before releasing their next game:
Pong.
Pong was the first arcade video game with widespread success. The game is loosely based on table tennis: a ball is "served" from the center of the court and as the ball moves towards their side of the court each player must maneuver their paddle to hit the ball back to their opponent. Allan Alcorn created Pong as a training exercise assigned to him by Atari co-founder Nolan Bushnell. Bushnell based the idea on an electronic ping-pong game included in the Magnavox Odyssey, which later resulted in a lawsuit against Atari. Surprised by the quality of Alcorn's work, Bushnell and Dabney decided to manufacture the game.Atari sold over 19,000
Pong machines,
[12] creating many imitators.
First generation consoles (1972–1977)[edit source | editbeta]
The first home 'console' system was developed by
Ralph Baer and his associates. Development began in 1966 and a working prototype was completed by 1968 (called the "Brown Box") for demonstration to various potential licensees, including GE, Sylvania, RCA, Philco, and Sears, with Magnavox eventually licensing the technology to produce the world's first home video game console.
[20][21] The system was released in the USA in 1972 by Magnavox, called the
Magnavox Odyssey. The Odyssey used cartridges that mainly consisted of jumpers that enabled/disabled various switches inside the unit, altering the circuit logic (as opposed to later video game systems that used programmable cartridges). This provided the ability to play several different games using the same system, along with plastic sheet overlays taped to the television that added color, play-fields, and various graphics to 'interact' with using the electronic images generated by the system.
[22] A major marketing push, featuring TV advertisements starring
Frank Sinatra, helped Magnavox sell about 100,000 Odyssey consoles that first year.
[3]
Philips bought Magnavox and released a different game in Europe using the Odyssey brand in 1974 and an evolved game that Magnavox had been developing for the US market. Over its production span, the Odyssey system achieved sales of 2 million units.
University mainframe game development blossomed in the early 1970s. There is little record of all but the most popular games, as they were not marketed or regarded as a serious endeavor. The people–generally students–writing these games often were doing so illicitly by making questionable use of very expensive computing resources, and thus were not eager to let very many people know of their endeavors. There were, however, at least two notable distribution paths for student game designers of this time:
Highlights of this period, in approximate chronological order, include:
- 1971: Don Daglow wrote the first interactive baseball game, computer baseball, on a DEC PDP-10 mainframe at Pomona College. Players could manage play-by-play strategy for individual games, or simulate an entire season. Daglow went on to team with programmer Eddie Dombrower to design Earl Weaver Baseball, published by Electronic Arts in 1987.
- 1971: Star Trek was created (probably by Mike Mayfield) on a Sigma 7 minicomputer at University of California. This is the best-known and most widely played of the 1970s Star Trek titles, and was played on a series of small "maps" of galactic sectors printed on paper or on the screen. It was the first major game to be ported across hardware platforms by students. Daglow also wrote a popular Star Trek game for the PDP-10 during 1970–1972, which presented the action as a script spoken by the TV program's characters. A number of other Star Trek themed games were also available via PLATO and DECUS throughout the decade.
- 1972: Gregory Yob wrote the hide-and-seek game Hunt the Wumpus for the PDP-10, which could be considered the first text adventure. Yob wrote it in reaction to existing hide-and-seek games such as Hurkle, Mugwump, and Snark.
- 1974: Both Maze War (on the Imlac PDS-1 at the Ames Research Center in California) and Spasim (on PLATO) appeared, pioneering examples of early multi-player 3D first-person shooters.
- 1974: Brand Fortner and others developed Airfight as an educational flight simulator. To make it more interesting, all players shared an airspace flying their choice of military jets, loaded with selected weapons and fuel and to fulfill their desire to shoot down other players' aircraft. Despite mediocre graphics and slow screen refresh, it became a popular game on the PLATO system.Airfight was the inspiration for what became the Microsoft Flight Simulator.
- 1975: William Crowther wrote the first modern text adventure game, Adventure (originally called ADVENT, and later Colossal Cave). It was programmed in Fortran for the PDP-10. The player controls the game through simple sentence-like text commands and receives descriptive text as output. The game was later re-created by students on PLATO, so it is one of the few titles that became part of both the PLATO and DEC traditions.
- 1975: By 1975, many universities had discarded these terminals for CRT screens, which could display thirty lines of text in a few seconds instead of the minute or more that printing on paper required. This led to the development of a series of games that drew "graphics" on the screen. The CRTs replaced the typical teleprinters or line printers that output at speeds ranging from 10 to 30 characters per second.
- 1975: Daglow, then a student at Claremont Graduate University, wrote the first role-playing video game on PDP-10 mainframes: Dungeon. The game was an unlicensed implementation of the new tabletop role-playing game Dungeons & Dragons. Although displayed in text, it was the first game to use line of sight graphics, as the top-down dungeon maps showing the areas that the party had seen or could see took into consideration factors such as light or darkness and the differences in vision between species.
- 1975: At about the same time, the game dnd, also based on Dungeons & Dragons first appeared on PLATO system CDC computers. For players in these schools dnd, not Dungeon, was the first computer role-playing video game.
- 1976: The earliest role-playing video games to use elements from Dungeons & Dragons are Telengard, written in 1976, and Zork (later renamed Dungeon), written in 1977.[23][24]
- 1977: Kelton Flinn and John Taylor create the first version of Air, a text air combat game that foreshadowed their later work creating the first-ever graphical online multi-player game, Air Warrior. They would found the first successful online game company, Kesmai, now part of Electronic Arts. As Flinn has said: "If Air Warrior was a primate swinging in the trees, AIR was the text-based amoeba crawling on the ocean floor. But it was quasi-real time, multi-player, and attempted to render 3-D on the terminal using ASCII graphics. It was an acquired taste."[citation needed]
- 1977: The writing of the original Zork was started by Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels. Unlike Crowther, Daglow and Yob, the Zork team recognized the potential to move these games to the new personal computers and they founded text adventure publisher Infocom in 1979. The company was later sold to Activision.
- 1978: Multi-User Dungeon, the first MUD, was created by Roy Trubshaw and Richard Bartle, beginning the heritage that culminates with today's MMORPGs.
- 1980: Michael Toy, Glenn Wichman and Ken Arnold released Rogue on BSD Unix after two years of work, inspiring many roguelike games ever since. Like Dungeon on the PDP-10 and dndon PLATO, Rogue displayed dungeon maps using text characters. Unlike those games, however, the dungeon was randomly generated for each play session, so the path to treasure and the enemies who protected it were different for each game. As the Zork team had done, Rogue was adapted for home computers and became a commercial product.
In 1977, manufacturers of older, obsolete consoles and
Pong clones sold their systems at a loss to clear stock, creating a glut in the market
[25]and causing
Fairchild and
RCA to abandon their game consoles. Only
Atari and
Magnavox remained in the home console market, despite suffering losses in 1977 and 1978.
[26]
The crash was largely caused by the significant number of
Pong clones that flooded both the arcade and home markets. The crash eventually came to an end with the success of
Taito's
Space Invaders, released in 1978, sparking a renaissance for the video game industry and paving the way for the
golden age of arcade video games.
[25] Soon after,
Space Invaders was licensed for the
Atari VCS (later known as Atari 2600), becoming the first big hit and quadrupling the console's sales.
[27] This helped Atari recover from their earlier losses.
[26] The success of the Atari 2600 in turn revived the home video game market, up until the
North American video game crash of 1983.
[28]
Second generation consoles (1977–1983)[edit source | editbeta]
In the earliest consoles, the computing logic for one or more games was hardwired into microchips using
discrete logic, and no additional games could ever be added. In other words, these consoles were single-purpose computers, not programmable computers; there was no software, only hardware, so no change of software was possible. This was an obvious issue for developers; customers would have to buy a whole new device to attach to their TV sets in order to play different games. By the mid-1970s, game consoles contained general-purpose
microprocessors and video games were found on
cartridges, starting in 1976 with the release of the
Fairchild Video Entertainment System (VES). Programs were burned onto
ROM chips (ICs) that were mounted inside plastic cartridge casings that could be plugged into slots on the game console. When the cartridges were plugged in, the ROM electrically became a part of the microcomputer in the console, just as if the ROM ICs were on the same circuit board with the microprocessor inside the console, and the microprocessor would execute whatever program was stored in the ROM. 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 still 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 graph paper and converted by hand to hexadecimal—and did the sounds."
[29]
Three machines dominated the second generation of consoles in North America, far outselling their rivals:
- 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.[27] 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. Notably, the VCS did this with only an 8-bit 6507 CPU,[30] 128 bytes (i.e. 0.125 KB) of RAM, and at most 4 KB of ROM in each "Game Program"(tm) cartridge.[31]
- The Intellivision, introduced by Mattel in 1980. Though chronologically part of what is called the "8-bit era", the Intellivision had a unique processor with instructions that were 10 bits wide (allowing more instruction variety and potential speed), and registers 16 bits wide. The system, which featured graphics superior to the older Atari 2600, rocketed to popularity.
- The ColecoVision, an even more powerful machine, appeared in 1982. With its port of arcade game Donkey Kong included as a pack-in, sales for this console also took off. However, the presence of three major consoles in the marketplace and a glut of poor quality games began to overcrowd retail shelves and erode consumers' interest in video games. Within a year, this overcrowded market would crash.
In 1979,
Activision was created by disgruntled former Atari programmers "who realized that the games they had anonymously programmed on their $20K salaries were responsible for 60 percent of the company's $100 million in cartridge sales for one year".
[32] It was the first
third-party developer of video games. By 1982, approximately 8 million American homes owned a video game console, and the home video game industry was generating an annual revenue of $3.8 billion, which was nearly half the $8 billion revenue in
quarters generated from the
arcade video gameindustry at the time.
[33]
Golden age of video arcade games (1978–1986)[edit source | editbeta]
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.
[25][34] The game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants and convenience stores during the golden age.
[35] The game also became the subject of numerous articles and stories on television and in newspapers and magazines, establishing
video gaming as a rapidly growing mainstream hobby.
[36][37] Space Invaders would go on to sell over 360,000
arcade cabinets worldwide,
[38] and by 1982, generate a revenue of $2 billion in
quarters,
[39] equivalent to $4.6 billion in 2011.
[40] In 1979,
Namco's
Galaxian sold over 40,000 cabinets in the United States,
[41] and
Atari released
Asteroids which sold over 70,000 cabinets.
[42]
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,
[43] with the arcade
video game industry's revenue in North America reaching nearly $1 billion in quarters by the end of the 1970s, a figure that would triple to $2.8 billion by 1980.
[44] 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,
[45] and within a year, generate a revenue of more than $1 billion in quarters;
[46]in total,
Pac-Man is estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century,
[46][47] equivalent to over $3.4 billion in 2011.
[40]
By 1981, the arcade video game industry was generating an annual revenue of $5 billion in North America,
[25][48] equivalent to $12.3 billion in 2011.
[40] In 1982, the arcade video game industry reached its peak, generating $8 billion in quarters,
[33] equivalent to over $18.5 billion in 2011,
[40] surpassing the annual gross revenue of both pop music ($4 billion) and
Hollywood films ($3 billion) combined at that time.
[33] This was also nearly twice as much revenue as the $3.8 billion generated by the home video game industry that same year; both the arcade and home markets combined add up to a total revenue of $11.8 billion for the video game industry in 1982,
[33] equivalent to over $27.3 billion in 2011.
[40] The arcade video game industry would continue to generate an annual revenue of $5 billion in quarters through to 1985.
[49]
Home computer games (late 1970s–early 1980s)[edit source | editbeta]
While the fruit of retail development in early video games appeared mainly in video arcades and home consoles,
home computers began appearing in the late 1970s and were rapidly evolving in the 1980s, allowing their owners to program simple games.
Hobbyist groups for the new computers soon formed and
PC game software followed.
Soon many of these games—at first clones of mainframe classics such as
Star Trek, and then later ports or clones of popular arcade games such as
Space Invaders,
Frogger,
[50] Pac-Man (see
Pac-Man clones)
[51] and
Donkey Kong[52]—were being distributed through a variety of channels, such as printing the game’s
source code in books (such as David Ahl’s
BASIC Computer Games), magazines (
Creative Computing), and newsletters, which allowed users to
type in the code for themselves. Early game designers like Crowther, Daglow and Yob would find the computer code for their games—which they had never thought to copyright—published in books and magazines, with their names removed from the listings. Early home computers from
Apple,
Commodore,
Tandyand others had many games that people typed in.
Games were also distributed by the physical mailing and selling of floppy disks, cassette tapes, and
ROM cartridges. Soon a small
cottage industry was formed, with amateur programmers selling disks in plastic bags put on the shelves of local shops or sent through the mail.
Richard Garriott distributed several copies of his 1980
role-playing video game Akalabeth: World of Doom in plastic bags before the game was published.
The Video games industry experienced its first major growing pains in the early 1980s as publishing houses appeared, with many honest businesses—occasionally surviving at least 20 years, such as
Electronic Arts—alongside
fly-by-night operations that cheated the games' developers. While some early 1980s games were simple clones of existing arcade titles, the relatively low publishing costs for personal computer games allowed for bold, unique games.
The
golden age of arcade video games reached its zenith in the 1980s. The age brought with it many technically innovative and genre-defining games developed and released in the first few years of the decade, including:
- Action-adventure game: The Legend of Zelda (1986) helped establish the action-adventure genre, combining elements from different genres to create a compelling hybrid, including exploration, transport puzzles, adventure-style inventory puzzles, an action component, a monetary system, and simplified RPG-style level building without the experience points.[53] The game was also an early example of open world, nonlinear gameplay, and introduced innovations like battery backup saving.[54]
- Action role-playing games: Dragon Slayer II: Xanadu (1985) is considered the first full-fledged action role-playing game, with character stats and a large quest, with its action-based combat setting it apart from other RPGs. Zelda II: The Adventure of Link (1987), developed by Shigeru Miyamoto, further defined and popularized the emerging action-RPG genre.
- Adventure games: Zork (1980) further popularized text adventure games in home computers and established developer Infocom’s dominance in the field. As these early computers often lacked graphical capabilities, text adventures proved successful. Mystery House (1980), Roberta Williams's game for the Apple II, was the first graphic adventure game on home computers. Graphics consisted entirely of static monochrome drawings, and the interface still used the typed commands of text adventures. It proved very popular at the time, and she and husband Ken went on to found Sierra On-Line, a major producer of adventure games. King's Quest (1984) was created by Sierra, laying the groundwork for the modern adventure game. It featured color graphics and a third-person perspective. An on-screen player character could be moved behind and in front of objects on a 2D background drawn in perspective, creating the illusion of pseudo-3D space. Commands were still entered via text. Maniac Mansion (1987) removed text entry from adventure games. LucasArts built the SCUMM system to allow a point and click interface. Sierra and other game companies quickly followed with their own mouse-driven games.
- Beat 'em up: Karateka (1984), with its pioneering rotoscoped animation, and Kung-Fu Master (1984), a Hong Kong cinema-inspired action game, laid the foundations for side-scrolling beat 'em ups with simple gameplay and multiple enemies.[55] Nekketsu KĹŤha Kunio-kun (1986), also released as Renegade, deviated from the martial arts themes of earlier game, introducing street brawling to the genre,[56] and set the standard for future beat 'em up games as it introduced the ability to move both horizontally and vertically.[57]
- Cinematic platformer: Prince of Persia (1989) was the first cinematic platformer.
- Computer role-playing video games: Akalabeth (1980) was created in the same year as Rogue (1980); Akalabeth led to the creation of its spiritual sequel Ultima (1981). Its sequels were the inspiration for some of the first Japanese role-playing video games, alongside Wizardry (1981). The Bard's Tale (1985) by Interplay Entertainment is considered the first computer role-playing video game to appeal to a wide audience that was not matched until Blizzard Entertainment's Diablo.[58]
- Console role-playing video games: Dragon Warrior (1986), developed by Yuji Horii, was one of the earliest role-playing video games. With its anime-style graphics by Akira Toriyama (ofDragon Ball fame), Dragon Quest set itself apart from computer role-playing video games. It spawned the Dragon Quest franchise and served as the blueprint for the emerging console RPG genre,[59] inspiring the likes of Sega's Phantasy Star (1987) and Square's Final Fantasy (1987), which spawned its own successful Final Fantasy franchise and introduced the side-view turn-based battle system, with the player characters on the right and the enemies on the left, imitated by numerous later RPGs.[60] Megami Tensei (1987) and Phantasy Star (1987) broke with tradition, abandoning the medieval setting and sword and sorcery themes common in most RPGs, in favour of modern/futuristic settings and science fiction themes.
- Fighting games: Karate Champ (1984), Data East's action game, is credited with establishing and popularizing the one-on-one fighting game genre, and went on to influence Yie Ar Kung-Fu.[61] Konami's Yie Ar Kung Fu (1985), which expanded on Karate Champ by pitting the player against a variety of opponents, each with a unique appearance and fighting style.[61][62] Street Fighter (1987), developed by Capcom, introduced the use of special moves that could only be discovered by experimenting with the game controls.[63]
- Hack and slash: Golden Axe (1988) was acclaimed for its visceral hack and slash action and cooperative mode and was influential through its selection of multiple protagonists with distinct fighting styles.[64]
- Interactive movies: Astron Belt (1983), an early first-person shooter, was the first Laserdisc video game in development, featuring live-action FMV footage over which the player/enemy ships and laser fire are superimposed.[65] Dragon's Lair (1983) was the first Laserdisc video game to be released, beating Astron Belt to public release.[13]
- Platform games: Space Panic (1980) is sometimes credited as the first platform game,[66] with gameplay centered on climbing ladders between different floors. Donkey Kong (1981), anarcade game created by Nintendo's Shigeru Miyamoto, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer.[67] This game also introduced Mario, an icon of the genre. Mario Bros. (1983), developed by Shigeru Miyamoto, offered two-player simultaneous cooperative play and laid the groundwork for two-player cooperative platformers.
- Scrolling platformers: Jump Bug (1981), Alpha Denshi's platform-shooter, was the first platform game to use scrolling graphics.[68] Taito's Jungle King (1982)[69] featured scrolling jump and run sequences that had players hopping over obstacles. Namco took the scrolling platformer a step further with Pac-Land (1984),[70] which was the first game to feature multi-layered parallax scrolling and closely resembled later scrolling platformers like Super Mario Bros. (1985) and Wonder Boy (1986).[71]
- Scrolling shooters: Defender (1980) established the use of side-scrolling in shoot 'em ups, offering horizontally extended levels. Scramble (1981) was the first side-scroller with multiple, distinct levels.[72] Jump Bug (1981) was a simple platform-shooter where players controlled a bouncing car. It featured levels that scrolled both horizontally and vertically.[73] Vanguard (1981) was both a horizontal and vertical scrolling shooter that allowed the player to shoot in four directions.[74] Xevious (1982) is frequently cited as the first vertical shooter and, although it was preceded by several other games featuring vertical scrolling, it was the most influential.[72] Moon Patrol (1982) introduced the parallax scrolling technique in computer graphics.[75] Gradius(1985) gave the player greater control over the choice of weaponry, thus introducing another element of strategy.[72] The game also introduced the need for the player to memorise levels in order to achieve any measure of success.[76] Thrust (1986) has the player maneuver a spaceship through a series of 2D cavernous landscapes, with the aim of recovering a pendulous pod, while counteracting gravity, inertia and avoiding or destroying enemy turrets.
- Isometric platformer: Congo Bongo (1983), developed by Sega, was the first isometric platformer.
- Isometric shooter: Zaxxon (1982) was the first game to use isometric projection.[72]
- Light gun shooter: The NES Zapper was the first mainstream light gun. The most successful lightgun game was Duck Hunt (1984), which came packaged with the NES.[77]
- Maze games: Pac-Man (1980) was the first game to achieve widespread popularity in mainstream culture and the first game character to be popular in his own right. 3D Monster Maze (1981) was the first 3D game for a home computer, while Dungeons of Daggorath (1982) added various weapons and monsters, sophisticated sound effects, and a "heartbeat" health monitor.
- Platform-adventure games: Metroid (1986) was the earliest game to fuse platform game fundamentals with elements of action-adventure games, alongside elements of RPGs. These elements include the ability to explore an area freely, with access to new areas controlled by either the gaining of new abilities or through the use of inventory items.[78] Zelda II: The Adventure of Link (1987) and Castlevania II: Simon's Quest (1987) are two other early examples of platform-adventure games.
- Racing games: Turbo (1981), by Sega, was the first racing game with a third-person perspective, rear-view format. Pole Position (1982), by Namco, used sprite-based, pseudo-3D graphics when it refined the "rear-view racer format" where the player’s view is behind and above the vehicle, looking forward along the road with the horizon in sight. The style would remain in wide use even after true 3D graphics became standard for racing games.
- Rail shooter: Astron Belt (1983) was an early first-person rail shooter, in addition to being a Laserdisc video game. It featured live-action FMV footage over which the player/enemy ships and laser fire are superimposed.[13] Space Harrier (1985) was an early rail shooter that broke new ground graphically and its wide variety of settings across multiple levels gave players more to aim for than high scores.[79][80] It was also an early example of a third-person shooter.[81]
- Real-time strategy: Herzog Zwei (1989) is considered to be the first real-time strategy game, predating the genre-popularizing Dune II; unlike its 1988 predecessor (Herzog), it features outposts that can be used to gain additional revenue; making it a strategic game as well as a tactical one.[82][83][84] It is the earliest example of a game with a feature set that falls under the contemporary definition of modern RTS.[85][86]
- Run & gun shooters: Hover Attack (1984) for the Sharp X1 was an early run & gun shooter that freely scrolled in all directions and allowed the player to shoot diagonally as well as straight ahead. The following year saw the release of Thexder (1985), a breakthrough title for run & gun shooters.[87] Commando (1985) was the first influential example of a shooter featuring characters on foot rather than in vehicles.[88]
- Rhythm game: Dance Aerobics was released in 1987, and allowed players to create music by stepping on Nintendo's Power Pad peripheral. It has been called the first rhythm-action game in retrospect.[89]
- Stealth games: 005 (1981), an arcade game by Sega, was the earliest example of a stealth-based game.[90][91][92] Metal Gear (1987), developed by Hideo Kojima, was the first stealth game in an action-adventure framework, and became the first commercially successful stealth game, spawning the Metal Gear series.
- Survival horror: Haunted House (1981) introduced elements of horror fiction into video games. Sweet Home (1989) introduced many of the modern staples of the survival horror genre. Gameplay involved battling horrifying creatures and solving puzzles. Developed by Capcom, the game would become an influence upon their later release Resident Evil (1996), making use of its design concepts such as the mansion setting and "opening door" load screen.[93]
- Vehicle simulation games: Battlezone (1980) used wireframe vector graphics to create the first true three-dimensional game world. Elite (1984), designed by David Braben and Ian Bell, ushered in the age of modern style 3D graphics. The game contains convincing vector worlds, full 6-degree freedom of movement, and thousands of visitable planetary systems. It is considered a pioneer of the space flight simulator game genre.
- Visual novels: The Portopia Serial Murder Case (1983), developed by Yuji Horii (of Dragon Quest fame), was the first visual novel and one of the earliest Japanese graphic adventure games. It is viewed in a first-person perspective, follows a first-person narrative, and was the first Japanese adventure game to feature color graphics. It inspired Hideo Kojima (of Metal Gear fame) to enter the video game industry and later produce his own classic graphic adventure, Snatcher (1988).
The Sinclair, Acorn and Amstrad offerings were generally only known in Europe and Africa, the NEC and Sharp offerings were generally only known in Asia, and the MSX had a base in North and South America, Europe, and Asia, while the US based Apple, Commodore and Atari offerings were sold in both the USA and Europe.
In 1984, the computer gaming market took over from the console market following the crash of that year; computers offered equal gaming ability and, since their simple design allowed games to take complete command of the hardware after power-on, they were nearly as simple to start playing with as consoles.
The
Commodore 64 was released to the public in August 1982. It found initial success because it was marketed and priced aggressively. It had a
BASIC programming environment and advanced graphic and sound capabilities for its time, similar to the
ColecoVision console. It also utilized the same game controller ports popularized by the Atari 2600, allowing gamers to use their old joysticks with the system. It would become the most popular home computer of its day in the USA and many other countries and the best-selling single computer model of all time internationally.
At around the same time, the Sinclair
ZX Spectrum was released in the United Kingdom and quickly became the most popular home computer in many areas of Western Europe—and later the
Eastern Bloc—due to the ease with which clones could be produced.
The
IBM PC compatible computer became a technically competitive gaming platform with
IBM’s
PC/AT in 1984. The primitive
CGA graphics of previous models, with only 4-color 320×200 pixel graphics (or, using special programming, 16-color 160×100 graphics
[94]) had limited the PC’s appeal to the business segment, as its graphics failed to compete with the C64 or Apple II. The new 64-color
[95] EGA display standard allowed its graphics to approach the quality seen in popular
home computers like the Commodore 64. The sound capabilities of the AT, however, were still limited to the
PC speaker, which was substandard compared to the built-in
sound chips used in many home computers. Also, the relatively high cost of the PC compatible systems severely limited their popularity in gaming.
The Apple
Macintosh also arrived at this time. It lacked the color capabilities of the earlier
Apple II, instead preferring a much higher pixel resolution, but the operating system support for the
GUIattracted developers of some interesting games (e.g.
Lode Runner) even before color returned in 1987 with the Mac II.
The arrival of the
Atari ST and Commodore
Amiga in 1985 was the beginning of a new era of 16-bit machines. For many users they were too expensive until later on in the decade, at which point advances in the IBM PC’s open platform had caused the
IBM PC compatibles to become comparably powerful at a lower cost than their competitors. The
VGA standard developed for IBM’s new
PS/2 line in 1987 gave the PC the potential for 256-color graphics. This was a big jump ahead of most 8-bit
home computers but still lagging behind platforms with built-in sound and graphics hardware like the Amiga. This caused an odd trend around '89–91 towards developing to a seemingly inferior machine. Thus while both the ST and Amiga were host to many technically excellent games, their time of prominence proved to be shorter than that of the 8-bit machines, which saw new ports well into the 1980s and even the 1990s.
Dedicated
sound cards started to address the issue of poor sound capabilities in
IBM PC compatibles in the late 1980s.
Ad Lib set an early de facto standard for sound cards in 1987, with its card based on the
Yamaha YM3812 sound chip. This would last until the introduction of
Creative Labs'
Sound Blaster in 1989, which took the chip and added new features while remaining compatible with
Ad Lib cards, and creating a new de facto standard. However, many games would still support these and rarer things like the
Roland MT-32 and
Disney Sound Source into the early 1990s. The initial high cost of sound cards meant they would not find widespread use until the 1990s.
Dial-up bulletin board systems were popular in the 1980s, and sometimes used for online game playing. The earliest such systems were in the late 1970s and early 1980s and had a crude plain-text interface. Later systems made use of terminal-control codes (the so-called
ANSI art, which included the use of IBM-PC-specific characters not part of an
ANSIstandard) to get a
pseudo-graphical interface. Some BBSs offered access to various games which were playable through such an interface, ranging from text adventures to gambling games like
blackjack (generally played for "points" rather than real money). On some multiuser BBSs (where more than one person could be online at once), there were games allowing users to interact with one another.
SuperSet Software created
Snipes, a text-mode networked computer game in 1983 to test a new
IBM Personal Computer based computer network and demonstrate its capabilities.
Snipes is officially credited as being the original inspiration for
NetWare. It is believed to be the first network game ever written for a commercial personal computer and is recognized alongside 1974’s
Maze War (a networked multiplayer maze game for several research machines) and
Spasim (a 3D multiplayer space simulation for time shared
mainframes) as the precursor to multiplayer games such as 1987's
MIDI Maze, and
Doom in 1993. Commercial online services also arose during this decade. The first user interfaces were plain-text—similar to BBSs— but they operated on large mainframe computers, permitting larger numbers of users to be online at once. By the end of the decade, inline services had fully graphical environments using software specific to each personal computer platform. Popular text-based services included
CompuServe,
The Source, and
GEnie, while platform-specific graphical services included
PlayNET and
Quantum Link for the
Commodore 64,
AppleLink for the
Apple II and
Macintosh, and
PC Link for the
IBM PC—all of which were run by the company which eventually became
America Online—and a competing service,
Prodigy. Interactive games were a feature of these services, though until 1987 they used text-based displays, not graphics.
In 1979,
Milton Bradley Company released the first handheld system using interchangeable cartridges,
Microvision. While the handheld received modest success in the first year of production, the lack of games, screen size and video game crash of 1983 brought about the system's quick demise.
[96]
In 1980,
Nintendo released its
Game & Watch line,
handheld electronic game which spurred dozens of other game and toy companies to make their own portable games, many of which were copies of Game & Watch titles or adaptations of popular arcade games. Improving
LCD technology meant the new handhelds could be more reliable and consume fewer batteries than
LED or
VFDgames, most only needing watch batteries. They could also be made much smaller than most LED handhelds, even small enough to wear on one’s wrist like a watch.
Tiger Electronics borrowed this concept of videogaming with cheap, affordable handhelds and still produces games in this model to the present day.
At the end of 1983, the industry experienced losses more severe than the 1977 crash. This was the "crash" of the video game industry, as well as the bankruptcy of several companies that produced North American home computers and video game consoles from late 1983 to early 1984. It brought an end to what is considered to be the second generation of console video gaming. Causes of the crash include the production of poorly designed games, an immature distribution system which left retail stuck with unsold copies to discount, as well as a general thought among retail that video games were just another toy fad and that home computers were the next big thing.
Third generation consoles (1983–1995) (8-bit)[edit source | editbeta]
In 1985, the American Video Game Console market was revived with Nintendo’s release of its
8-bit console, the Famicom (a contraction of "Family Computer"), known outside Asia as the
Nintendo Entertainment System (NES). In its original release it was offered in three tiered bundles: the Control Deck bundle came in two versions, one with no game and priced at $89.99, and one with
Super Mario Bros. priced at $99.99, and both including two controllers. The third version offered was the Deluxe Set, retailing at US$199.99, and included R.O.B., a light zapper, two controllers, and two game paks: Gyromite, and Duck Hunt. More packages were offered in the following few years including The Action Set released in 1988 for US$149.99, which came with the console, two game controllers, an NES Zapper, and a dual game pak containing Super Mario Bros. and Duck Hunt, and the Power Set was released in 1989 and came with the console, two game controllers, a NES Zapper, a Power Pad, and triple game pack containing Super Mario Bros, Duck Hunt, and World Class Track Meet. The NES instantly became a success, dominating the North American and Japanese home console gaming markets until the rise of the next generation of 16-bit consoles in the early 1990s. Other markets were not as heavily dominated by Nintendo, because of heavy competition from PC's like the
ZX Spectrum,
Amstrad CPC and
Commodore 64 preventing the NES having much success in Europe, or lack of marketing, allowing other consoles to find an audience like the
Master System in Australia and Brazil (the Master System was sold in North America as well, but was less successful).
In the new consoles, the
gamepad or joypad, took over for
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 more action buttons became the standard. This generation also marked a shift in the dominance of home video game console and game production from the United States to Japan.
[97]
In 1990, Commodore and Amstrad entered the console market with their
C64GS and
GX4000 game machines respectively. These were both based on the 8-bit computers of their manufacturers, and had only limited success due to a lack of software support and the arrival of 16-bit machines. Amstrad's GX4000 sold just over 15,000 units, with only 25 officially released game cartridges. Even though it was technically superior to the Master System and Nintendo Entertainment System, it was discontinued after 6 months.
This generation ended with the discontinuation of the NES in 1995.
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An original synthesized chiptune composition imitating early video game music.
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The video game industry matured into a mainstream form of entertainment in the 1990s. Major developments of the 1990s included the beginning of a larger consolidation of publishers, higher budget games, increased size of production teams and collaborations with both the music and motion picture industries. Examples of this were
Mark Hamill's involvement with
Wing Commander III and the introduction of
QSound.
In the early 1990s,
shareware distribution was a popular method of publishing games for smaller developers, including then-fledgling companies such as Apogee (now
3D Realms), Epic Megagames (now
Epic Games), and
id Software. It gave consumers the chance to try a trial portion of the game, usually restricted to the game’s complete first section or "episode", before purchasing the rest of the adventure. Racks of games on single 5
¼" and later 3.5"
floppy disks were common in many stores, often only costing a few dollars each. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. As the increasing size of games in the mid-1990s made them impractical to fit on floppies, and retail publishers and developers began to earnestly mimic the practice, shareware games were replaced by shorter
game demos (often only one or two levels), distributed free on CDs with gaming magazines and over the Internet.
In 1992 the game
Dune II was released. It was by no means the first in the genre (several other games can be called the first
real-time strategy game, see the
History of RTS), but it set the standard game mechanics for later blockbuster RTS games such as
Warcraft: Orcs & Humans,
Command & Conquer, and
StarCraft. The RTS is characterized by an overhead view, a "mini-map", and the control of both the economic and military aspects of an army. The rivalry between the two styles of RTS play—
Warcraft style, which used
GUIs accessed once a production building was selected, and
C&C style, which allowed construction of any unit available from any production building from within a permanently visible menu—continues to the present day, with the Warcraft-style gaining prominence in other franchises such as
Homeworld and
Age of Empires.
Alone in the Dark (1992), while not the first
survival horror game, planted the seeds of what would become known as the survival horror genre today. It took the
action-adventure style and retooled it to de-emphasize combat and focus on investigation. An early attempt to simulate 3D scenarios by mixing polygons with 2D background images, it established the formula that would later flourish on CD-ROM based consoles, with games such as
Resident Evil which coined the name "survival horror" and popularized the genre, and
Silent Hill.
Adventure games continued to evolve, with
Sierra Entertainment’s
King's Quest series (which spawned the adult-humor
Leisure Suit Larry franchise by the same publisher), and
Lucasfilm/
LucasArts'
Monkey Island series bringing graphical interaction and the creation of the concept of "point and click" gaming.
Myst and its sequels inspired a new style of puzzle-based adventure games. Published in 1993,
Myst itself was one of the first computer games to make full use of the new high-capacity
CD-ROM storage format. Despite
Myst’s mainstream success, the increased popularity of action-based and real-time games led adventure games and
simulation video games, both mainstays of computer games in earlier decades, to begin to fade into obscurity.
In 1996,
3dfx Interactive released the Voodoo chipset, leading to the first affordable
3D accelerator cards for personal computers. These devoted 3D rendering
daughterboards performed a portion of the computations and memory-handling required for more-detailed three-dimensional graphics (mainly texture filtering), allowing for more-detailed graphics than would be possible if the CPU were required to handle both game logic and all the graphical tasks. First-person shooter games (notably
Quake) were among the first to take advantage of this new technology. While other games would also make use of it, the FPS would become the chief driving force behind the development of new 3D hardware, as well as the yardstick by which its performance would be measured, usually quantified as the number of frames per second rendered for a particular scene in a particular game.
Several other less mainstream genres were created in this decade.
Looking Glass Studios'
Thief: The Dark Project and its sequel were the first to coin the term "first person sneaker", although it is questionable whether they are the first "first person stealth" games. Turn-based strategy progressed further, with the
Heroes of Might and Magic (
HOMM) series (from
The 3DO Company) luring many mainstream gamers into this complex genre.
Arcade games, which had seen a slow decline with the increase in popularity of home gaming, experienced a brief resurgence in the early-to-mid-1990s with games such as
Street Fighter II,
Mortal Kombat, and other games in the one-on-one
fighting game genre, as well as
racing games such as
Virtua Racing and
sports games such as
NBA Jam. However, with the advent of 16-bit and 32-bit consoles, home video games began to approach and even exceed the level of graphics seen in
arcade games, and increasing numbers of players would wait for popular arcade games to be ported to consoles rather than pumping coins into arcade kiosks. This trend increased with the introduction of more realistic peripherals for computer and console game systems such as
force feedback aircraft joysticks and racing wheel/pedal kits, which allowed home systems to approach the level of realism and immersion available in the arcade. As patronage of arcades declined, many were forced to close down. Classic coin-operated games have largely become the province of dedicated hobbyists and as a tertiary attraction for some businesses, such as movie theaters,
batting cages,
miniature golf courses, and arcades attached to game stores such as
F.Y.E.
The gap left by the old corner arcades was partly filled by large amusement centers dedicated to providing clean, safe environments and expensive game control systems not available to home users. These newer arcade titles are usually based on sports like skiing or cycling, as well as
rhythm games like
Dance Dance Revolution and path-based shooting gallery games like
Time Crisis, which have carved out a large slice of the market.
Dave & Buster's and
GameWorks are two large chains in the United States with this type of environment. Aimed at adults and older kids, they feature full service restaurants with full liquor bars and have a wide variety of video game and hands on electronic gaming options.
Chuck E. Cheese's is a similar type of establishment focused towards younger children.
In 1989, Nintendo released the
Game Boy, the first
handheld game console since the ill-fated
Microvision ten years before. The design team headed by
Gunpei Yokoi had also been responsible for the
Game & Watch systems. Included with the system was
Tetris, a popular puzzle game with incarnations on the NES, Super NES and arcade consoles. Several rival handhelds also made their debut around that time, including the
Sega Game Gear and
Atari Lynx (the first handheld with color LCD display). Although most other systems were more technologically advanced, they were hampered by higher battery consumption and less third-party developer support. While some of the other systems remained in production until the mid-1990s, the
Game Boy, and its successive incarnations the
Game Boy Pocket,
Game Boy Color and
Game Boy Advance, would be virtually unchallenged for dominance in the handheld market through its lifetime, until the
PlayStation Portable was released in 2004 to compete with Nintendo's successor to the Game Boy line, the
Nintendo DS.
[citation needed]
Fourth generation consoles (1988–1999) (16-bit)[edit source | editbeta]
The
Mega Drive/Genesis proved its worth early on after its debut in 1988. Nintendo responded with its own next generation system known as the
Super NES (SNES) in 1990. The
TurboGrafx-16(1987) debuted early on alongside the Genesis, but unlike in Japan it did not achieve a large following in the USA due to a limited library of games and excessive 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 not entirely truthful marketing. The TurboGrafx-16 was billed as the first 16-bit system but its central processor was an 8-bit
HuC6280, with only its
HuC6270 graphics processor being a true 16-bit chip. Additionally, the much earlier Mattel
Intellivision contained a 16-bit processor. Sega, too, was known to stretch the truth in its marketing approach; they used the term "Blast Processing" to describe the simple fact that their console's CPU ran at a higher clock speed than 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 eventually lost out to the
Super Famicom, but, due to its popular CD add-ons, retained enough of a user base to support new games well into the 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. Nintendo experimented with optical media formats for the SNES in a joint venture with Sony, who would go on to develop this concept into the
PlayStation and rise to prominence as a major competitor to Nintendo and Sega. Basic
3D graphics entered the mainstream with flat-shaded polygons enabled by additional processors in game cartridges like
Virtua Racing and
Star Fox, and occasionally without special processors, as in the Genesis port of
Hard Drivin', which managed pure 3D polygon graphics on the ~8 MHz 68000 chip by using extremely simplified polygon models, a slow frame rate (<4 fps), and reduced resolution.
SNK's
Neo-Geo was the most expensive console by a wide margin when it was released in 1990, and would remain so for years. It was also capable of 2D graphics in a quality level years ahead of other consoles. The reason for this was that it contained the same hardware that was found in SNK's arcade games. This was the first time since the home Pong machines that a true-to-the-arcade experience could be had at home.
This generation ended with the SNES's discontinuation in 1999.
Fifth generation consoles (1993–2006) (32 and 64-bit)[edit source | editbeta]
In 1993, Atari re-entered the home console market 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 to its high pricetag. Both consoles had very low sales and few quality games, eventually leading to their demise. In 1994, three new consoles were released in Japan: the
Sega Saturn, the
Sony 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 mainly on the strength of its available titles, with the exception of the aging
Super Nintendo Entertainment System, which still had the support of many major game companies.
The
Virtual Boy from Nintendo was released in 1995 as one of the first consumer consoles providing 3D depth perception, but did not achieve high sales, largely due to the monochrome display and the lack of third-party support. In 1996 the Virtual Boy was taken off the market.
After many delays, during which Sony's PlayStation gained industry acceptance, 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 games.
PaRappa the Rapper popularized
music video games in Japan with its 1996 debut on the
PlayStation. Subsequent music and dance games like
beatmania and
Dance Dance 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 with titles like
Guitar Hero. Also in 1996
Capcom released
Resident Evil, the first well known survival horror game. It was a huge success selling over 2 million copies 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 acclaimed for bringing innovation as being the first major first-person shooter that was exclusive to a console, and for pioneering certain features that became staples of the genre, such as scopes, headshots, and objective-based missions.
[citation needed] The Legend of Zelda: Ocarina of Time (1998) for the Nintendo 64 is one of the highest critically acclaimed games of all time, currently number 2 all-time on GameRankings' list, second only to another Nintendo franchise favorite
Super Mario Galaxy for the
Wii.
[101] The title also featured many innovations such as
Z-targeting, which has persisted through subsequent Zelda titles on newer consoles and is commonly used in many other franchises today.
Nintendo's choice to continue using ROM cartridges instead of moving to CD-ROMs for the Nintendo 64, unique among the consoles of this period, proved to have negative consequences for the console and for Nintendo's market share. While cartridges had faster access times, were more durable and combated piracy, CDs could hold far more data (650MB, over ten times the capacity of the largest N64 ROM at 64MB) and were much cheaper to produce, causing many game companies to turn to Nintendo's CD-based competitors. In particular,
Square Enix, which had released all previous games in its
Final Fantasy series for Nintendo consoles, now turned exclusively to the PlayStation;
Final Fantasy VII (1997) was a massive success, establishing the popularity of
role-playing video games in the west and making the PlayStation the primary console for the genre, taking the crown from Nintendo who had enjoyed it with the SNES and Square's then Nintendo-exclusive
Final Fantasy,
Secret of Mana and
Chrono Trigger titles. Copies of FFVII still command like-new prices of between US$30–$50 on the used market. Square would not return to Nintendo's main console platforms until 2003 with the
GameCube and the cross-platform title
Final Fantasy Crystal Chronicles (the only Square-published title for that console), and has not, to date, released a "main series" Final Fantasy title for a Nintendo platform since FFVI for the SNES.
Capcom also largely departed from Nintendo during the N64 days; the next 4 installments of its popular
Mega Man 2D platform shooter were released exclusively on PlayStation. Capcom was somewhat quicker and more eager to return than Square, however, providing two anthologies of Mega Man titles for the
GameCube, including Mega Man 8 and Mega Man X4-6 that Nintendo players had missed.
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 achieved huge success in North America and Europe, though it never surpassed PlayStation's sales or was as popular in Japan, and began to show a decline in third-party support for Nintendo's home consoles.
This generation ended with the discontinuation of the PlayStation (known in its re-engineered form as the "PSOne") in March 2006.
The fifth generation is most noted for the rise of fully
3D games. While there were games prior that had used three dimensional environments, such as
Virtua Racing and
Star Fox, it was in this era that many game designers began to move traditionally
2D and
pseudo-3D genres into full 3D.
Super Mario 64 and
The Legend of Zelda: Ocarina of Time on the N64,
Crash Bandicoot, and
Spyro the Dragon on the PlayStation and
Nights into Dreams... on the Saturn, are prime examples of this trend. Their 3D environments were widely marketed and they steered the industry's focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. Games like
GoldenEye 007,
Ocarina of Time or
Virtua Fighter were nothing like shoot-em-ups, RPGs or fighting games before them. 3D became the main focus in this era as well as a slow decline of cartridges in favor of CDs, which allowed much greater storage capacity than what was previously possible. The N64 was the last major home console to use the cartridge format, although it persists to this day in handheld games on Nintendo and Sony devices using memory cards similar to
SD cards.
Main article:
Mobile game
Mobile phones began becoming video gaming platforms when
Nokia installed
Snake onto its line of mobile phones in 1997 (Nokia 6110). Soon every major phone brand offered "time killer games" that could be played in very short moments such as waiting for a bus.
Mobile phone games early on were limited by the modest size of the phone screens that were all monochrome and the very limited amount of memory and processing power on phones, as well as the drain on the battery.
The 2000s (decade) showed innovation on both consoles and PCs, and an increasingly competitive market for portable game systems.
The phenomena of user-created
modifications (or "mods") for games, one trend that began during the
Wolfenstein 3D and
Doom-era, continued into the start of the 21st century. The most famous example is that of
Counter-Strike; released in 1999, it is still the most popular online first-person shooter, even though it was created as a mod for
Half-Life by two independent programmers. Eventually, game designers realized the potential of mods and custom content in general to enhance the value of their games, and so began to encourage its creation. Some examples of this include
Unreal Tournament, which allowed players to import 3dsmax scenes to use as character models, and
Maxis'
The Sims, for which players could create custom objects.
In China, video game consoles were banned in June 2000. This has led to an explosion in the popularity of computer games, especially MMOs. Consoles and the games for them are easily acquired however, as there is a robust grey market importing and distributing them across the country. Another side effect of this law has been rampant video game piracy.
[102][103]
Sixth generation consoles (1998–2013)[edit source | editbeta]
In the sixth generation of video game consoles, Sega exited the hardware market, Nintendo fell behind, Sony solidified its lead in the industry, and Microsoft developed a gaming console.
The generation opened with the launch of the
Dreamcast in 1998. It was the first console to have a built-in modem for Internet support 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 the relative failures of the 32X and Saturn, software pirating, and the overwhelming anticipation for the upcoming
PlayStation 2. Production for the console would discontinue in most markets by 2002 and would be Sega's final console before it reorganized its business as a third party game provider only, partnering primarily with its old rival Nintendo.
The second release of the generation was Sony's PlayStation 2, which featured DVD-based game discs with 4.7GB capacity, increased processor and graphics capability over its predecessor including progressive-scan component video connections, built-in 4-player connection capability, available Ethernet adapter (which became built-in with the winter 2004 release of the "slimline" PS2 chassis), and the ability to play DVD movies and audio CDs, eliminating the need for a separate DVD player and making the PS2 a complete home entertainment console.
Nintendo followed a year later with the
GameCube (code-named "Dolphin" while in development), its first optical disc-based console, which used 80mm "mini-DVD" discs holding 1.4GB of data each (over 200 times the capacity of the largest N64 cartridge ROM). While it had the component-video capability of its contemporaries, the GameCube suffered in several ways compared to Sony's PS2. First, the PS2's high anticipation and one-year head start gained it player and developer attention before the GCN's release. As a result, the GameCube had less third-party backing and very few third-party exclusives, mostly from Nintendo-faithful studios such as the now-defunct
Rare Ltd. and
Midway Games, and ironically its old rival
Sega which released several of its Sonic the Hedgehog titles originally planned for Dreamcast. Cross-platform giants like
Capcom,
Electronic Arts and
Activision released most of their GameCube titles on other consoles as well, while other developers like
Square Enix continued to release high-demand PS2 exclusives like Final Fantasy X. The GCN's game disc capacity was a third that of the PS2's full-size DVD dics, forcing a few games to be released on multiple discs and most titles to compromise on texture quality and other features of GameCube games, when other platforms had no such limitations on their versions. It had no backwards-compatibility with the now-obsolete cartridges of the N64 (its only cartridge-based adapter allowed playing Game Boy/GBC/GBA games), making the GCN's title count a small fraction of the combined titles for the PlayStation and PS2 that were playable on the fully backward-compatible PS2 console. It was a dedicated game console, with the optical drive being too small to hold a full-size CD or DVD.
Lastly, and most significantly, the GameCube was hindered by a not-undeserved reputation for being a "kid's console", due to its initial launch color scheme (mostly purple, derived from the SNES but with the colors reversed; Nintendo would later release a grey-on-black version), small gamepad design with no neutral color options and a face button layout catering to smaller and less-coordinated hands (though the reversal of the D-pad and the left analog stick positions as compared to the Dual Shock controller of the PlayStation was an advantage to many), and lack of mature-content games which the current market appeared to want. Though T- and M-rated titles including the GCN-exclusive
Metroid Prime franchise did exist, the overwhelming majority of GCN games were E-rated and mostly cartoon-style in their art design.

The
Xbox, Microsoft's entry into the video game console industry.
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 a great deal of PC technology to leverage its internal development, including the ability for developers to write games that leveraged the popular
DirectX accelerated-graphics library and other Windows-based APIs, making games for PC easily portable to the Xbox. In order to gain market share and maintain its toehold in the market, Microsoft reportedly sold the Xbox at a significant loss
[104]and concentrated on drawing profit from game development 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 become one of the most successful 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 into third place in the American market.
In 2001
Grand Theft Auto III was released, popularizing open world games by using a non-linear style of gameplay. It was very successful both critically and commercially and is considered a huge milestone in gaming. It was also yet another set piece in the debate over video game violence and adult content, with advocacy groups decrying the series' glorification of prostitution, the mafia, and of course violence, including violence against first responders such as police and EMS.
Nintendo still dominated the handheld gaming market in this generation. The
Game Boy Advance in 2001, maintained Nintendo's market position with a high-resolution, full-color LCD screen and 16-bit processor allowing ports of SNES games and simpler companions to N64 and GameCube games. Finnish cellphone maker Nokia entered the handheld scene with the
N-Gage, but it failed to win a significant following.
Console gaming largely continued the trend established by the PlayStation toward increasingly complex, sophisticated, and adult-oriented gameplay. Game developers continued to cater to the late Gen-X and early Gen-Y gamers that had been their base as pre-teens and tweens in the 1970s and 80s, and were now in their twenties and thirties. Most of the successful sixth-generation console games were rated T and M by the
ESRB, including many now-classic gaming franchises such as Halo, Grand Theft Auto and Resident Evil, the latter two of which were notable for both their success and notoriety. Even Nintendo, widely known for its aversion to adult content (with very few exceptions, most notably
Conker's Bad Fur Day for the
Nintendo 64), began publishing more M-rated games, with Silicon Knights's
Eternal Darkness: Sanity's Requiem and Capcom's
Resident Evil 4 being prime examples. This trend in "hardcore" console gaming would partially be reversed with the seventh generation of consoles and their focus on motion-based gameplay, leading to more family-friendly titles.
In January 2013, Sony announced that the PlayStation 2 had been discontinued worldwide, ending the sixth generation.
One significant feature of this generation was various manufacturers' renewed fondness for add-on peripheral controllers. While alternative controllers weren't new (Nintendo supported several for the NES and PC games have long supported driving wheels and aircraft joysticks), console games built around them became some of the biggest hits of the decade. Konami sold a soft-plastic mat version of its foot controls for its
Dance Dance Revolution franchise in 1998. Sega came out with
Samba de Amigo's maraca controllers. Nintendo's
bongo controller worked with a few games in its
Donkey Kong franchise. Publisher
RedOctane introduced
Guitar Hero and its distinctive guitar-shaped controllers for the PlayStation 2. Meanwhile, Sony developed the
EyeToy peripheral, a camera that could detect player movement, for the PlayStation 2. This would further be developed into whole-body tracking technologies such as Sony's PlayStation Move and Microsoft's Kinect.
As affordable broadband Internet connectivity spread, many publishers turned to online gaming as a way of innovating.
Massively multiplayer online role-playing games (MMORPGs) featured significant titles for the PC market like
RuneScape,
World of Warcraft,
EverQuest, and
Ultima Online. Historically, console based MMORPGs have been few in number due to the lack of bundled Internet connectivity options for the platforms. This made it hard to establish a large enough subscription community to justify the development costs. The first significant console MMORPGs were
Phantasy Star Online on the Sega
Dreamcast (which had a built in modem and aftermarket Ethernet adapter), followed by
Final Fantasy XI for the Sony
PlayStation 2 (an aftermarket Ethernet adapter was shipped to support this game). Every major platform released since the Dreamcast has either been bundled with the ability to support an Internet connection or has had the option available as an aftermarket add-on. Microsoft's Xbox also had its own online gaming service called
Xbox Live. Xbox Live was a huge success and proved to be a driving force for the Xbox with games like
Halo 2 that were overwhelmingly popular.
Main article:
Mobile game
In the early 2000s (decade), mobile games had gained mainstream popularity in
Japan's mobile phone culture, years before the United States or Europe. By 2003, a wide variety of mobile games were available on Japanese phones, ranging from
puzzle games and
virtual pet titles that utilize
camera phone and
fingerprint scanner technologies to
3D games with
PlayStation-quality graphics. Older
arcade-style games became particularly popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions. Namco began making attempts to introduce mobile gaming culture to Europe in 2003.
[105]
Mobile gaming interest was raised when Nokia launched its
N-Gage phone and handheld gaming platform in 2003. While about two million handsets were sold, the product line wasn't seen as a success and was withdrawn from Nokia's lineup. Meanwhile, many game developers had noticed that more advanced phones had color screens and enough memory and processing power to do reasonable gaming. Mobile phone gaming revenues passed 1 billion dollars in 2003, and passed 5 billion dollars in 2007, accounting for a quarter of all videogaming software revenues. More advanced phones came to the market such as the N-Series
smartphone by Nokia in 2005 and the
iPhone by Apple in 2007 which strongly added to the appeal of mobile phone gaming. In 2008 Nokia didn't revise the N-Gage brand, but published a software library of games to its top-end phones. At Apple's App Store in 2008, more than half of all applications sold were iPhone games.
Seventh generation consoles (2005 – present)[edit source | editbeta]
The generation opened early for handheld consoles, as Nintendo introduced their
Nintendo DS and Sony premiered the
PlayStation Portable (PSP) within a month of each other in 2004. While the PSP boasted superior graphics and power, following a trend established since the mid-1980s, Nintendo gambled on a lower-power design but featuring a novel control interface. The DS's two screens, one of which was touch-sensitive, proved extremely popular with consumers, especially young children and middle-aged gamers, who were drawn to the device by Nintendo's
Nintendogsand
Brain Age series, respectively. While the PSP attracted a significant portion of veteran gamers, the DS allowed Nintendo to continue its dominance in handheld gaming. Nintendo updated their line with the
Nintendo DS Lite in 2006, the
Nintendo DSi in 2008 (Japan) and 2009 (Americas and Europe), and the Nintendo DSi XL while Sony updated the PSP in 2007 and again with the smaller
PSP Go in 2009. Nokia withdrew their
N-Gage platform in 2005 but reintroduced the brand as a game-oriented service for high-end smartphones on April 3, 2008.
[106]
In console gaming, Microsoft stepped forward first in November 2005 with the
Xbox 360, and Sony followed in 2006 with the
PlayStation 3, released in Europe in March 2007. Setting the technology standard for the generation, both featured high-definition graphics over HDMI connections, large hard disk-based secondary storage for save games and downloaded content, integrated networking, and a companion on-line gameplay and sales platform, with Xbox Live and the PlayStation Network, respectively. Both were formidable systems that were the first to challenge personal computers in power (at launch) while offering a relatively modest price compared to them. While both were more expensive than most past consoles, the Xbox 360 enjoyed a substantial price edge, selling for either $300 or $400 depending on model, while the PS3 launched with models priced at $500 and $600. Coming with
Blu-ray Disc and
Wi-Fi, the PlayStation 3 was the most expensive game console on the market since Panasonic's version of the 3DO, which retailed for little under $700.
[107]
Nintendo would release their
Wii console shortly after the PlayStation 3's launch, and the platform would put Nintendo back on track in the console race. While the Wii had lower technical specifications than both the Xbox 360 and PlayStation 3,
[108] only a modest improvement over the GameCube and the only 7th-gen console not to offer HD graphics, its new motion control was much touted, and its lower pricepoint of around $200–$250 appealed to budget-conscious households. Many gamers, publishers, and analysts initially dismissed the Wii as an underpowered curiosity, but were surprised as the console sold out through the 2006 Christmas season, and remained so through the next 18 months, becoming the fastest selling game console in most of the world's gaming markets.
[109]
The Wii's major strength was its appeal to audiences beyond the base of "hardcore gamers", with its novel motion-sensing, pointer-based controller design allowing players to use the Wii Remote as if it were a golf club, tennis racket, baseball, sword, or steering wheel. The intuitive pointer-based navigation was reminiscent of the familiar PC mouse control, making the console easier for new players to use than a conventional gamepad. The console launched with a variety of first-party titles meant to showcase what the system could do, including the commonly bundled
Wii Sports, the party game
Wii Play, and
The Legend of Zelda: Twilight Princess which received widespread critical acclaim for its art, story and gameplay, including its intuitive sword-and-shield use of the motion-sensing controllers. Third-party support, on the other hand, was slower in coming; game designers, used to the conventional gamepad control sets, had difficulty adapting popular franchises to the heavily motion-based Wii controller, and some didn't bother, preferring instead to concentrate on what they felt to be their core audience on the Xbox 360 and PlayStation 3. Of the top 15
best-selling games for Wii, 12 were developed by Nintendo's in-house EAD groups.
In June 2009, Sony announced that it would release its
PSP Go for 249.99USD on October 1 in Europe and North America, and Japan on November 1. The PSP Go was a newer, slimmer version of the PSP, which had the control pad slide from the base, where its screen covers most of the front side.
[110]
With high definition video an undeniable hit with veteran gamers seeking immersive experiences, expectations for visuals in games along with the increasing complexity of productions resulted in a spike in the development budgets of gaming companies. While some game studios saw their Xbox 360 projects pay off, the unexpected weakness of PS3 sales resulted in heavy losses for a few developers, and many publishers broke previously arranged PS3 exclusivity arrangements or cancelled PS3 game projects entirely due to rising budgets.
[citation needed]
Nintendo capitalizes on casual gaming[edit source | editbeta]
Meanwhile, Nintendo took cues from PC gaming and their own success with the Nintendo Wii, and crafted games that capitalized on the intuitive nature of motion control. Emphasis on gameplay turned comparatively simple games into unlikely runaway hits, including the bundled game,
Wii Sports, and
Wii Fit. As Wii sales spiked, many publishers were caught unprepared and responded by assembling hastily created titles to fill the void. Although some hardcore games continued to be produced by Nintendo, many of their classic franchises were reworked into "bridge games", meant to provide new gamers crossover experiences from casual gaming to deeper experiences, including their flagship Wii title,
Super Mario Galaxy, which in spite of its standard-resolution graphics dominated critics' "best-of" lists for 2007. Many others, however, strongly criticized Nintendo for its apparent spurning of its core gamer base in favor of a demographic many warned would be fickle and difficult to keep engaged.
Motion control revolutionizes game play[edit source | editbeta]
The way gamers interact with games changed dramatically, especially with Nintendo's wholesale embrace of motion control as a standard method of interaction. The
Wii Remote implemented the principles to be a worldwide success. To a lesser extent, Sony experimented with motion in its
Sixaxis and subsequent
DualShock 3 controller for the PS3, and a wave of titles supporting the
PlayStation Eye camera and the Wii-like
PlayStation Move remote wands, while Microsoft continually mentioned interest in developing the technology for the Xbox 360, ultimately resulting in the
Kinect peripheral for their Xbox 360. The Wii's infrared-based pointing system has been widely praised, and cited as a primary reason for the success of games such as Nintendo's
Metroid Prime 3: Corruption and EA's
Medal of Honor: Heroes 2. Despite the success of these titles, reliable motion controls have been more elusive, with even the most refined motion controls failing to achieve true 1-to-1 reproduction of player motion on-screen. Some players have even found that they must move slower than they would like or the Wii will not register their movements, but this is rare. Nintendo's 2008 announcement of its
Wii MotionPlus module largely addressed these concerns by adding extra gyroscopic sensors to achieve true 1:1 attitude tracking of the Wii Remote, which when coupled with assumptions made about how the player is holding the controller allows for relatively accurate position tracking.
Wii Sports Resort launched alongside the new MotionPlus add-on as a showcase of its abilities, and many games since, including
The Legend of Zelda: Skyward Sword have used it. The MotionPlus technology has since been integrated into new Wii Remotes, avoiding the extra length and custom protective sleeve that the add-on module requires.
Perhaps humorously, the introduction of motion-sensing controllers has caused an uptick in repetitive motion injuries normally seen in athletes, such as "Wii elbow", a derivative of tennis elbow linked to motion-sensing controller use.
[111] Most of these injuries are minor aches or pains and create no lasting effect. More seriously, the use of motions such as throwing while holding the controller have also caused issues, as some players have reportedly actually thrown the controller at the TV, resulting in significant damage to both.
[112] Injuries and damage from flailing arms and legs while playing are also reported. Nintendo foresaw these possible issues, and each Wii Remote ships with a wrist strap tether and a silicone rubber sleeve to prevent flying remotes and damage on impact, and the Wii System Menu includes screens prior to game startup reminding players to use these, and to make sure breakable objects and other players are out of reach. Some reports of damage surfaced soon after launch stating that the wrist straps were breaking due to a thin cord being used to tether the strap to the remote; Nintendo responded in December 2006 with an upgraded wrist strap with thicker tether cord, which was standard on all Wii Remotes sold after January 1, 2007 and available as a free replacement for all Wii consoles shipped prior to that date.
[113]
Alternate controllers also continue to be important in gaming, as the increasingly involved controllers associated with Red Octane's
Guitar Hero series and Harmonix's
Rock Band demonstrate. In addition to this, Nintendo has produced various add-on attachments meant to adapt the Wii Remote to specific games, such as the
Wii Zapper for shooting games and the
Wii Wheel for driving games.
[114] With the introduction of the
Wii Balance Board in Nintendo's
Wii Fit package, motion controls have been extended to players' feet. The Balance Board has been supported by
dozens of games since its introduction.
Beginning with PCs, a new trend in
casual gaming, games with limited complexity that were designed for shortened or impromptu play sessions, began to draw attention from the industry. Many were puzzle games, such as
Popcap's
Bejeweled and
PlayFirst's
Diner Dash, while others were games with a more relaxed pace and open-ended play. The biggest hit was
The Sims by
Maxis, which went on to become the best selling computer game of all time, surpassing
Myst.
[117]
In 2008,
social network games began gaining mainstream popularity following the release of
Happy Farm in China.
[118] Influenced by the
Japanese console RPG series
Harvest Moon,
[119][120][121]Happy Farm attracted 23 million daily active users in China.
[122][123] It soon inspired many clones such as
Sunshine Farm,
Happy Farmer,
Happy Fishpond,
Happy Pig Farm,
[119][124] and Facebook games such as
FarmVille,
Farm Town,
Country Story,
Barn Buddy,
Sunshine Ranch,
Happy Harvest,
Jungle Extreme, and
Farm Villain.
[121][125] The most popular social network game is
FarmVille, which has over 70 million active users worldwide.
[118] Other popular social network games include
YoVille,
Mob Wars,
Mafia Wars, and
FrontierVille.
In 2009, a few
cloud computing services were announced targeted at video games. These services allow the graphics rendering of the video games to be done away from the end user, and a video stream of the game to be passed to the user.
OnLive allows the user to communicate with their servers where the video game rendering is taking place.
[126][127] Gaikai streams games entirely in the user's browser or on an internet-enabled device.
[128] Experts estimate the streaming games market will grow nine-fold by 2017, reaching 8 billion dollars.
[129]
The new decade has seen rising interest in the possibility of next generation consoles being developed in keeping with the traditional industry model of a five-year console life cycle. However, in the industry there is believed to be a lack of desire for another race to produce such a console.
[130] Reasons for this include the challenge and massive expense of creating consoles that are graphically superior to the current generation, with Sony and Microsoft still looking to recoup development costs on their current consoles and the failure of content creation tools to keep up with the increased demands placed upon the people creating the games. The focus for new technologies is likely to shift onto motion-based consoles and peripherals, such as Nintendo
Wii, Microsoft's
Kinect, and Sony's
PlayStation Move.
On June 14, 2010, during E3, Microsoft revealed their new Xbox 360 console referred to as the Xbox 360 S or Slim. Microsoft made the unit smaller and quieter, while also installing a 250GB hard drive and built-in 802.11n WiFi.
[131] It starting shipping to US stores the same day, not reaching Europe until July 13.
The Onlive cloud based gaming system would be one of the first cloud gaming systems known in video game history.
[citation needed]
On November 4, 2010,
Microsoft released
Kinect in North America, and later in other parts of the world, as a peripheral for the Xbox 360;
[132] it was packaged with the console as well. It uses a sensor and dual-camera device to track the motion of the players themselves, becoming the first motion control system capable of tracking the player in 3D space without the need for a controller. It sold an average of 133,333 units a day for the first 60 days and a total of 8 million units during the same period, earning it the
Guinness World Record for the "fastest selling consumer electronics device".
[133][134][135] Sales passed 10 million units as of March 9, 2011.
[136]
Eighth generation consoles (2011–present)[edit source | editbeta]
The
Nintendo 3DS, the successor to the Nintendo DS, first released in Japan on February 26, 2011, an late released in Europe, Australia and New Zealand on March 25, and in North America on March 27, 2011, officially starting the "eighth generation" of handheld video game consoles.
[137][138] The system incorporates 3D graphics using
parallax barrier technology rather than glasses. Other features include three cameras (one internal and a dual 3D external set), a motion sensor, a gyro sensor and a Slide Pad that allows 360-degree analog input.
[139] Nintendo updated their line with the
Nintendo 3DS XL in 2012, which features 90% larger screens and an increased battery life. According to Nintendo, the Nintendo 3DS line is outpacing the sales of its predecessor, in both hardware and software.
[140]
On January 27, 2011, the
PlayStation Vita (code-named Next Generation Portable, or NGP, during development)
[141][dead link] was announced. It has a 5-inch
OLED multi touch front screen and a rear touch pad, two analog sticks, 3G and WiFi connection, Sixaxis control and 3-axis electronic compass. It was released on December 17 in Japan
[142] and has been released on 15th (First edition bundle) and on February 22 in Europe (3G/ Wifi Vita, release bundle Vita, or the WiFi only Vita), and also in the Middle East, Australia and North America.
[143] Sony is looking to have up to forty launch titles for the western release and up to 100 within the release window.
[144]
The
Wii U is a video game console from
Nintendo. Billed as the successor to the
Wii, it was mentioned in statement released by Nintendo on April 25, 2011, that the company was planning to reveal it during
E3 2011 and that playable console units would be present as well.
[145] Code-named
Project Café, it was officially introduced on June 7, 2011 with its final name, Wii U. The console released in North America on November 18, and in Europe, Australia and New Zealand on November 30, 2012, officially starting the "eighth generation" of video game consoles. Features of the new console include
HD graphics support (on Wii U only), and a controller, the
Wii U GamePad, which features a 6.2 inch touch screen built-in that can be used as a
second screen providing additional info and interactivity, such as "asymmetric gameplay". The Wii U GamePad allows some games to be played without the need of a TV set, through
Off-TV Play. Most peripheral hardware from its predecessor, the Wii, such as the
Wii Remote and
Wii Nunchuck,
Classic Controller and
Wii Balance Board are confirmed to work with the new console, as well as the console itself being
backward compatible with all Wii and
Virtual Console titles. The Wii U discontinues backwards-compatibility support for
Nintendo GameCube discs and controllers, which also means that Wii games that support the GameCube's controller will instead require use of an alternate control scheme such as the Classic Controller when playing them on the Wii U. The Wii U also has its own more conventional controller, the
Wii U Pro Controller, which resembles an Xbox 360 controller in form and function and is compatible with most Wii U and Virtual Console titles, but not original Wii games. The console is available in two sets. The basic set includes the Wii U console with 8 GB of internal memory, the Wii U GamePad, an AC adapter, an HDMI cable, and the
Wii Sensor Bar. The Deluxe set includes all of the items in the basic set but it has 32 GB of internal memory instead of only 8 GB, and is bundled with a GamePad charging cradle, stands for the GamePad and the console, and
Nintendo Land. On November 30, 2012, the Wii U was released in Europe, Australia and New Zealand. A sensor bar is not included in the Basic set in Europe, Australia and New Zealand.
The
PlayStation 4 (or PS4) is an upcoming video game console from Sony Computer Entertainment. Billed as the successor to the PlayStation 3, the PlayStation 4 was officially announced at a press conference on February 20, 2013. The fourth home console in Sony's PlayStation series, it has been confirmed to launch on 15-November-2013 in North America, 29-November-2013 in Europe, and Q1 2014 in Japan. Moving away from the Cell architecture, the PlayStation 4 is the first in the Sony series to feature compatibility with the x86 architecture, specifically x86-64, which is a widely used platform common in many modern PCs. The idea is to make video game development easier on the next-generation console, attracting a broader range of developers large and small. These changes highlight Sony's effort to improve upon the lessons learned during the development, production and release of the PS3. Other notable hardware features of the PlayStation 4 include 8 GB of GDDR5 RAM memory and a faster Blu-ray drive.
The
Xbox One is an upcoming video game console from Microsoft. Billed as the successor to the Xbox 360, the Xbox One was officially announced at a press conference on May 21, 2013. Microsoft had intended to implement strict controls over game resale and DRM controls, but decided against it following public backlash. It is the third home console in Microsoft's Xbox series and is confirmed to launch in November 2013 in North America. Release in 22 countries in Europe has been delayed indefinitely at this time.
Main article:
Microconsole
Ouya is an android based console that was released in mid 2013, costing $99 USD. The console runs android games downloadable from an integrated store, mainly from indie developers. Its graphics capabilities are much lower than other eighth generation consoles to keep costs low, reflecting other android hardware.