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the history of video games : from pong to pac-man..there was bell, there was edison, and then there was higinbotham .............................................
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the history of video games from pong to pac-man - september 2000 - --- by william hunter, curator of ' the dot eaters '. © the dot eaters for more info, links and videoclips: http://www.emuunlim.com/doteaters --- 3 of 4 pages --- coin shortage the japanese company taito is a struggling manufacturer of pachinko games (players drop balls down into a colourful playfield and try to direct them into holes for points). in 1978 they release their first videogame 'space invaders'. layers are charged with protecting the planet from relentless hoards of aliens marching down the screen, with just a single-shot moving gun and four shot-blocking bunkers as protection. the more aliens you shoot, the faster they move, accompanied by an ominous, thudding marching sound. the display is black and white, with screen overlays giving the appearance of colour. upon release it practically causes riots across japan, as well as being responsible for a nation-wide coin shortage. to cash in on the craze, shopowners clear out their merchandise and set up all -'space invader' arcades overnight. midway, licensing the game, soon finds itself in possession of the biggest arcade videogame hit in america up to that point. the game transcends the regular videogame ghetto of pool halls and bars, popping up in department stores, restaurants and other mainstream venues. screen down 'atari football' is released to arcades by atari in 1978, drowning out everything else as over-excited players slap its newfangled control method, the trak ball, into submission. also introduced for the first time is a playfield that extends beyond the borders of the monochrome screen, allowing plays to run the entire length of the simulated gridiron. it is also the first game to portray it's sport in an even remotely realistic manner. while the on-screen teams are represented by X's and O's (in the tradition of actual football playbooks), players can choose complex running and passing plays on a panel-mounted menu. no kicking plays allowed, however. initials and high score in 1978, 27 year old atari employee lyle rains is developing a game concept for 'cosmos', the company's planned holographic gaming project headed by 'pong' engineer al alcorn. with the working title of 'planet grab' and rendered in 3D graphics, the game would involve players piloting around a solar system claiming planets by touching them. after rains meets with atari programmer ed logg his game idea is further developed as a vector graphics arcade game, named 'asteroids'. a perfect synergy between simplicity and intense gameplay, the game has players using buttons to thrust a spaceship around an asteroid field. when one rock is shot, it breaks into smaller ones, and so on till completely destroyed. using the hyperspace button, the player's ship can jump to a random point on the screen to escape immediate death, but at the risk of re-appearing in the path of an oncoming projectile. every so often flying saucers enter the screen, intent on the player's destruction. adding to the popularity is a high-score system introduced by 'asteroids', allowing players to record thier initials to be diplayed next to their score for all to see. 8-bit colour in 1955, nakamura manufacturing company of japan is founded as a producer of merry-go-rounds. after changing their name to namco in 1974 they establish a videogame presence with the purchase of the japanese subsidiary of atari corp. And in 1979 they design the first ever colour arcade game with 'galaxian' (colour had previously been replicated with the use of overlays on the screen, al la 'space invaders'). as in invaders, players control a ship and fire at lines of aliens across the top of the screen, but this time the enemy is no sitting duck. they actually leave formation and swoop down the screen after you, dropping bombs all the way. numerous 'galaxian sequels naturally ensue, including 1983's 'galaga', aside from more detailed graphics, it comes in the form of a tractor beam the aliens use to capture the player's ships. by shooting the offending alien the player can win back his ship and double his firepower. 'galaga' is also the first video game to have a bonus, or 'challenging' level, interspersed between the main action. sound speech comes to videogames in taito's 1980 galaxian knock-off 'stratovox'. the point of the game is to try and prevent the abduction of planet colonists by marauding aliens, who for some reason have chosen a sombrero as their choice of ship design. speech synthesis requires massive amounts of memory to execute, and the hardware used to emulate the male human voice is a full 1.5 mhz chip (about half the speed of the the z-80 running the rest of the show), so the alien taunts and pleas from kidnapped colonists are highly distorted and limited to four phrases. cries of 'help me!' come when an alien grabs one of your men, who then congratulate you with a 'very good' if you mange to shoot his captor. shouts of 'lucky!' accompany each colonist saved during the tally at the end of a screen, and a very arnoldesque 'we'll be back!' is said when an alien is destroyed. see the other pages
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![]() ![]() 'space invaders', 1978 ![]() 'atari football', 1978 ![]() ![]() 'asteroids deluxe' screenshot, 1978 ![]() ![]() 'galaga' screenshot ![]() 'stratobox' screenshot |
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