<?xml version="1.0" encoding="UTF-8" standalone="no"?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><rss xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" version="2.0"><channel><title>system-playstation</title><description></description><managingEditor>noreply@blogger.com (epuel)</managingEditor><pubDate>Fri, 1 Nov 2024 03:36:59 -0700</pubDate><generator>Blogger http://www.blogger.com</generator><openSearch:totalResults xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">11</openSearch:totalResults><openSearch:startIndex xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">1</openSearch:startIndex><openSearch:itemsPerPage xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">25</openSearch:itemsPerPage><link>http://benyasgar.blogspot.com/</link><language>en-us</language><itunes:explicit>yes</itunes:explicit><copyright>epuel</copyright><itunes:image href="www.google.com"/><itunes:keywords>mozilla,firefox,and,internet,explorer</itunes:keywords><itunes:summary>epuel</itunes:summary><itunes:subtitle>epuel</itunes:subtitle><itunes:category text="Business"><itunes:category text="Investing"/></itunes:category><itunes:author>epuel</itunes:author><itunes:owner><itunes:email>epuel.paski@gmail.com</itunes:email><itunes:name>epuel</itunes:name></itunes:owner><item><title>Sixth generation consoles (1998-Present)</title><link>http://benyasgar.blogspot.com/2011/07/sixth-generation-consoles-1998-present.html</link><pubDate>Sun, 31 Jul 2011 06:54:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-4657292604657329183</guid><description>&lt;div class="rellink relarticle mainarticle"&gt;Main article: History of video game consoles (sixth generation)&lt;/div&gt;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.&lt;br /&gt;
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 previous commercial failures, 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 becoming a third party game  provider only.&lt;br /&gt;
The second release of the generation was Sony's Playstation 2. Nintendo followed a year later with the Nintendo GameCube,  their first disc-based console. The Nintendo GameCube suffered from a  lack of third-party games compared to Sony's system, and was hindered by  a reputation for being a "kid's console" and lacking the mature games  the current market appeared to want.&lt;br /&gt;
&lt;div class="thumb tright"&gt;&lt;div class="thumbinner" style="width: 183px;"&gt;&lt;img alt="" class="thumbimage" height="175" src="http://upload.wikimedia.org/wikipedia/commons/thumb/4/43/Xbox-console.jpg/181px-Xbox-console.jpg" width="181" /&gt; &lt;br /&gt;
&lt;div class="thumbcaption"&gt;&lt;div class="magnify"&gt;&lt;a class="internal" href="http://en.wikipedia.org/wiki/File:Xbox-console.jpg" title="Enlarge"&gt;&lt;img alt="" height="11" src="http://bits.wikimedia.org/skins-1.17/common/images/magnify-clip.png" width="15" /&gt;&lt;/a&gt;&lt;/div&gt;The Xbox, Microsoft's entry into the video game console industry.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;Before the end of 2001, Microsoft Corporation, best known for its Windows operating system and its professional productivity software, entered the console market with the Xbox.  Based on Intel's Pentium III CPU, the console used much PC technology  to leverage its internal development. In order to maintain its hold in&lt;br /&gt;
&amp;nbsp;the market, Microsoft reportedly sold the Xbox at a significant loss&lt;sup class="reference" id="cite_ref-86"&gt;[86]&lt;/sup&gt; and concentrated on drawing profit from game development and publishing. Shortly after its release in November 2001 Bungie Studio's &lt;i&gt;Halo: Combat Evolved&lt;/i&gt; 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. &lt;br /&gt;
In 2001 &lt;i&gt;Grand Theft Auto III&lt;/i&gt;  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.&lt;br /&gt;
Nintendo still dominated the handheld gaming market in this generation. The Game Boy Advance in 2001, maintained Nintendo's market position. Finnish cellphone maker Nokia entered the handheld scene with the N-Gage, but it failed to win a significant following.&lt;br /&gt;
Console gaming largely continued the trend established by the  PlayStation toward increasingly complex, sophisticated, and  adult-oriented gameplay. Most of the successful sixth-generation console  games were games rated T and M by the ESRB,  including many now-classic gaming franchises such as Halo and Resident  Evil, the latter of which was notable for both its success and its  notoriety. Even Nintendo, widely known for its aversion to adult content  (with very few exceptions most notably &lt;i&gt;Conker's Bad Fur Day&lt;/i&gt; for the Nintendo 64), began publishing more M-rated games, with Silicon Knights's &lt;i&gt;Eternal Darkness: Sanity's Requiem&lt;/i&gt; and Capcom's &lt;i&gt;Resident Evil 4&lt;/i&gt;  being prime examples. This trend in hardcore console gaming would  partially be reversed with the seventh generation release of the Wii. As of 2011, the PlayStation 2 is still in production and continues to sell steadily over a decade after its original release.&lt;sup class="reference" id="cite_ref-gamertell.com_87-0"&gt;[87]&lt;/sup&gt;&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>Fifth generation consoles (1993–2006) (32 and 64-bit)</title><link>http://benyasgar.blogspot.com/2011/07/fifth-generation-consoles-19932006-32.html</link><pubDate>Sun, 31 Jul 2011 06:47:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-4853569095877464897</guid><description>&lt;div class="rellink relarticle mainarticle"&gt;Main article: History of video game consoles (fifth generation)&lt;/div&gt;&lt;div class="thumb tright"&gt;&lt;div class="thumbinner" style="width: 222px;"&gt;&lt;img alt="" class="thumbimage" height="153" src="http://upload.wikimedia.org/wikipedia/en/thumb/2/25/MGS_screen_psx.jpg/220px-MGS_screen_psx.jpg" width="220" /&gt; &lt;br /&gt;
&lt;div class="thumbcaption"&gt;&lt;div class="magnify"&gt;&lt;a class="internal" href="http://en.wikipedia.org/wiki/File:MGS_screen_psx.jpg" title="Enlarge"&gt;&lt;img alt="" height="11" src="http://bits.wikimedia.org/skins-1.17/common/images/magnify-clip.png" width="15" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;Metal Gear Solid&lt;/i&gt;, notable for its innovative use of in-game generated cinemas, detailed integration of haptic technology, and theatrical story delivery.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;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 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 PlayStation, and the PC-FX,  the Saturn and the PlayStation later seeing release in North America in  1995. The PlayStation quickly outsold all of its competitors, with the  exception of the aging Super Nintendo Entertainment System, which still had the support of many major game companies.&lt;br /&gt;
The Virtual Boy from Nintendo was released in 1995 but did not achieve high sales. In 1996 the Virtual Boy was taken off the market.&lt;br /&gt;
After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996. The console's flagship title, &lt;i&gt;Super Mario 64&lt;/i&gt;, became a defining title for 3D platformer games.&lt;br /&gt;
&lt;i&gt;PaRappa the Rapper&lt;/i&gt; popularized rhythm, or music video games in Japan with its 1996 debut on the PlayStation. Subsequent music and dance games like &lt;i&gt;beatmania&lt;/i&gt; and &lt;i&gt;Dance Dance Revolution&lt;/i&gt; became ubiquitous attractions in Japanese arcades. While &lt;i&gt;Parappa&lt;/i&gt;, &lt;i&gt;DDR&lt;/i&gt;,  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. 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.&lt;br /&gt;
Other milestone games of the era include Rare's Nintendo 64 title &lt;i&gt;GoldenEye 007&lt;/i&gt;  (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.&lt;sup class="Template-Fact" style="white-space: nowrap;" title="This claim needs references to reliable sources from March 2008"&gt;[&lt;i&gt;citation needed&lt;/i&gt;]&lt;/sup&gt; &lt;i&gt;The Legend of Zelda: Ocarina of Time&lt;/i&gt; (1998) for the Nintendo 64 is widely considered the highest critically acclaimed game of all time.&lt;sup class="reference" id="cite_ref-85"&gt;[85]&lt;/sup&gt; The title also featured many innovations such as Z-targeting which is commonly used in many games today.&lt;br /&gt;
Nintendo's choice to use cartridges instead of CD-ROMs for the  Nintendo 64, unique among the consoles of this period, proved to have  negative consequences. While cartridges were faster and combated piracy,  CDs could hold far more data and were much cheaper to produce, causing  many game companies to turn to Nintendo's CD-based competitors. In  particular, Square, which had released all previous games in its &lt;i&gt;Final Fantasy&lt;/i&gt; series for Nintendo consoles, now turned to the PlayStation; &lt;i&gt;Final Fantasy VII&lt;/i&gt; (1997) was a huge success, establishing the popularity of role-playing games in the west and making the PlayStation the primary console for the genre.&lt;br /&gt;
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.&lt;br /&gt;
This generation ended with the PlayStation discontinuation in March 2006.&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>Fourth generation consoles (1989–1999) (16-bit)</title><link>http://benyasgar.blogspot.com/2011/07/fourth-generation-consoles-19891999-16.html</link><pubDate>Sun, 31 Jul 2011 06:44:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-4676588094275867225</guid><description>&lt;div class="rellink relarticle mainarticle"&gt;Main article: History of video game consoles (fourth generation)&lt;/div&gt;The Mega Drive\Sega Mega Drive\Genesis proved its worth early on after its debut in 1989. Nintendo responded with its own next generation system known as the Super NES in 1991. The TurboGrafx-16  debuted early on alongside the Genesis, but did not achieve a large  following in the U.S. due to a limited library of games and excessive  distribution restrictions imposed by Hudson.&lt;br /&gt;
&lt;div class="thumb tleft"&gt;&lt;div class="thumbinner" style="width: 202px;"&gt;&lt;img alt="" class="thumbimage" height="127" src="http://upload.wikimedia.org/wikipedia/en/thumb/2/22/Mortal_Kombat.png/200px-Mortal_Kombat.png" width="200" /&gt; &lt;br /&gt;
&lt;div class="thumbcaption"&gt;&lt;div class="magnify"&gt;&lt;a class="internal" href="http://en.wikipedia.org/wiki/File:Mortal_Kombat.png" title="Enlarge"&gt;&lt;img alt="" height="11" src="http://bits.wikimedia.org/skins-1.17/common/images/magnify-clip.png" width="15" /&gt;&lt;/a&gt;&lt;/div&gt;Mortal Kombat, released in both SNES and Genesis consoles, was one of the most popular game franchises of its time.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;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&amp;nbsp;MHz).&lt;br /&gt;
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.&lt;br /&gt;
CD-ROM drives were first seen in this generation, as add-ons for the PC Engine in 1988 and the Mega Drive in 1991. Basic 3D graphics entered the mainstream with flat-shaded polygons enabled by additional processors in game cartridges like &lt;i&gt;Virtua Racing&lt;/i&gt; and &lt;i&gt;Star Fox&lt;/i&gt;.&lt;br /&gt;
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.&lt;br /&gt;
This generation ended with the SNES's discontinuation in 1999.&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>VIDEO GAME 1990</title><link>http://benyasgar.blogspot.com/2011/07/video-game-1990.html</link><pubDate>Sun, 31 Jul 2011 06:42:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-3869559692121119990</guid><description>&lt;div class="rellink relarticle mainarticle"&gt;Main article: 1990s in video gaming&lt;/div&gt;The 1990s were a decade of marked innovation in video gaming. It was a decade of transition from raster graphics to 3D graphics and gave rise to several genres of video games including first-person shooter, real-time strategy, and MMO. Handheld gaming began to become more popular throughout the decade, thanks in part to the release of the Game Boy. Arcade games, although still relatively popular in the early 1990s, begin a decline as home consoles become more common.&lt;br /&gt;
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 would be Mark Hamill's involvement with Wing Commander III or Quincy Jones' introduction of QSound.&lt;br /&gt;
The increasing computing power and decreasing cost of processors as the Intel 80386, Intel 80486, and the Motorola 68030, caused the rise of 3D graphics, as well as "multimedia" capabilities through sound cards and CD-ROMs. Early 3D games began with flat-shaded graphics (Elite, Starglider 2 or Alpha Waves&lt;sup class="reference" id="cite_ref-84"&gt;[84]&lt;/sup&gt;), and then simple forms of texture mapping (Wolfenstein 3D).&lt;br /&gt;
1989 and the early 1990s saw the release and spread of the MUD codebases DikuMUD and LPMud,  leading to a tremendous increase in the proliferation and popularity of  MUDs. Before the end of the decade, the evolution of the genre  continued through "graphical MUDs" into the first MMORPGs (Massively multiplayer online role-playing games), such as &lt;i&gt;Ultima Online&lt;/i&gt; and &lt;i&gt;EverQuest&lt;/i&gt;, which freed users from the limited number of simultaneous players in other games and brought persistent worlds to the mass market. A prime example of an MMORPG MUD is the game Runescape created by Jagex.&lt;br /&gt;
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  1/4" 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-90s 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.&lt;br /&gt;
In 1991, Sonic the Hedgehog was introduced. The game gave Sega's Mega Drive console mainstream popularity, and rivaled Nintendo's Mario franchise. Its namesake character became the mascot of Sega and one of the most recognizable video game characters.&lt;br /&gt;
In 1992 the game &lt;i&gt;Dune II&lt;/i&gt; was released. It was by no means the first in the genre (several other games can be called the very first real-time strategy game, see the History of RTS), but it set the standard game mechanics for later blockbuster RTS games such as &lt;i&gt;Warcraft: Orcs &amp;amp; Humans&lt;/i&gt;, &lt;i&gt;Command &amp;amp; Conquer&lt;/i&gt;, and &lt;i&gt;StarCraft&lt;/i&gt;. 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—&lt;i&gt;Warcraft&lt;/i&gt; style, which used GUIs accessed once a building was selected, and &lt;i&gt;C&amp;amp;C&lt;/i&gt;  style, which allowed construction of any unit from within a permanently  visible menu—continued into the start of the next millennium.&lt;br /&gt;
&lt;i&gt;Alone in the Dark&lt;/i&gt; (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 &lt;i&gt;Resident Evil&lt;/i&gt; which coined the name "survival horror" and popularized the genre, and &lt;i&gt;Silent Hill&lt;/i&gt;.&lt;br /&gt;
Adventure games continued to evolve, with Sierra Entertainment’s &lt;i&gt;King's Quest&lt;/i&gt; series, and LucasFilms'/LucasArts' &lt;i&gt;Monkey Island&lt;/i&gt; series bringing graphical interaction and the creation of the concept of "point-and-click" gaming. &lt;i&gt;Myst&lt;/i&gt; and its sequels inspired a new style of puzzle-based adventure games. Published in 1993, &lt;i&gt;Myst&lt;/i&gt; itself was one of the first computer games to make full use of the new high-capacity CD-ROM storage format. Despite &lt;i&gt;Myst&lt;/i&gt;’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.&lt;br /&gt;
It was in the 1990s that Maxis began publishing its successful line of "Sim" games, beginning with &lt;i&gt;SimCity&lt;/i&gt;, and continuing with a variety of titles, such as &lt;i&gt;SimEarth&lt;/i&gt;, &lt;i&gt;SimCity 2000&lt;/i&gt;, &lt;i&gt;SimAnt&lt;/i&gt;, &lt;i&gt;SimTower&lt;/i&gt;, and the best-selling PC game in history, &lt;i&gt;The Sims&lt;/i&gt;, in early 2000.&lt;br /&gt;
In 1996, 3dfx Interactive released the Voodoo chipset, leading to the first affordable 3D accelerator cards for personal computers.  These devoted 3D rendering daughter cards performed a portion of the  computations 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 &lt;i&gt;Quake&lt;/i&gt;)  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.&lt;br /&gt;
Several other, less-mainstream, genres were created in this decade. Looking Glass Studios' &lt;i&gt;Thief: The Dark Project&lt;/i&gt;  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 &lt;i&gt;Heroes of Might and Magic&lt;/i&gt; (&lt;i&gt;HOMM&lt;/i&gt;) series (from The 3DO Company) luring many mainstream gamers into this complex genre.&lt;br /&gt;
Id Software’s 1996 game &lt;i&gt;Quake&lt;/i&gt; pioneered play over the Internet in first-person shooters.  Internet multiplayer capability became a de facto requirement in almost  all FPS games. Other genres also began to offer online play, including  RTS games like Microsoft Game Studios’ &lt;i&gt;Age of Empires&lt;/i&gt;, Blizzard’s &lt;i&gt;Warcraft&lt;/i&gt; and &lt;i&gt;StarCraft&lt;/i&gt; series, and turn-based games such as &lt;i&gt;Heroes of Might and Magic&lt;/i&gt;. Developments in web browser plug-ins like Java and Adobe Flash allowed for simple browser-based games.  These are small single player or multiplayer games that can be quickly  downloaded and played from within a web browser without installation.  Their most popular use is for puzzle games, side-scrollers, classic  arcade games, and multiplayer card and board games.&lt;br /&gt;
Few new genres have been created since the advent of the FPS and RTS, with the possible exception of the third-person shooter. Games such as &lt;i&gt;Grand Theft Auto III&lt;/i&gt;, &lt;i&gt;Tom Clancy's Splinter Cell&lt;/i&gt;, &lt;i&gt;Enter the Matrix&lt;/i&gt;, and &lt;i&gt;Hitman&lt;/i&gt; all use a third-person camera perspective, but are otherwise very similar to their first-person counterparts.&lt;br /&gt;
&lt;h3&gt;&lt;span class="editsection"&gt;[edit]&lt;/span&gt; &lt;span class="mw-headline" id="Decline_of_arcades"&gt;Decline of arcades&lt;/span&gt;&lt;/h3&gt;With the advent of 16-bit and 32-bit consoles, home video games began to approach the level of graphics seen in arcade games.  An increasing number of players would wait for popular arcade games to  be ported to consoles rather than going out. Arcades experienced a  resurgence in the early to mid 1990s with games such as Street Fighter II and Mortal Kombat and other games in the one-on-one fighting game genre, and &lt;i&gt;NBA Jam&lt;/i&gt;.  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, and arcades attached to game stores such as F.Y.E..&lt;br /&gt;
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 are  usually based on sports like skiing or cycling, as well as rhythm games like &lt;i&gt;Dance Dance Revolution&lt;/i&gt;, which have carved out a large slice of the market. Dave &amp;amp; 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 small children.&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>Third generation consoles (1983–1995)</title><link>http://benyasgar.blogspot.com/2011/07/third-generation-consoles-19831995.html</link><pubDate>Sun, 31 Jul 2011 06:30:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-1265093718772836907</guid><description>&lt;div class="rellink relarticle mainarticle"&gt;Main article: History of video game consoles (third generation)&lt;/div&gt;&lt;div class="thumb tleft"&gt;&lt;div class="thumbinner" style="width: 182px;"&gt;&lt;a class="image" href="http://en.wikipedia.org/wiki/File:NES-console-with-controller-png.png"&gt;&lt;img alt="" class="thumbimage" height="125" src="http://upload.wikimedia.org/wikipedia/commons/thumb/0/0c/NES-console-with-controller-png.png/180px-NES-console-with-controller-png.png" width="180" /&gt;&lt;/a&gt; &lt;br /&gt;
&lt;div class="thumbcaption"&gt;&lt;div class="magnify"&gt;&lt;a class="internal" href="http://en.wikipedia.org/wiki/File:NES-console-with-controller-png.png" title="Enlarge"&gt;&lt;img alt="" height="11" src="http://bits.wikimedia.org/skins-1.17/common/images/magnify-clip.png" width="15" /&gt;&lt;/a&gt;&lt;/div&gt;The Nintendo Entertainment System or NES.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;In 1985, the North American video game console market was revived with Nintendo’s release of its 8-bit console, the Famicom, known outside Asia as Nintendo Entertainment System (NES). It was bundled with &lt;i&gt;Super Mario Bros.&lt;/i&gt;  and instantly became a success. The NES dominated the North American  and the Japanese market until the rise of the next generation of  consoles in the early 1990s. Other markets were not as heavily  dominated, allowing other consoles to find an audience like the Sega Master System in Europe, Australia and Brazil (though it was sold in North America as well).&lt;br /&gt;
In the new consoles, the gamepad or joypad, took over joysticks, paddles, and keypads as the default game controller included with the system. The gamepad design of an 8 direction Directional-pad (or D-pad for short) with 2 or more action buttons became the standard.&lt;br /&gt;
The &lt;i&gt;Legend of Zelda&lt;/i&gt; series made its debut in 1986 with &lt;i&gt;The Legend of Zelda&lt;/i&gt;. In the same year, the &lt;i&gt;Dragon Quest&lt;/i&gt; series debuted with &lt;i&gt;Dragon Quest&lt;/i&gt;, and has created a phenomenon in Japanese culture ever since. The next year, the Japanese company Square was struggling and Hironobu Sakaguchi decided to make his final game—a role-playing game (RPG) modeled after &lt;i&gt;Dragon Quest&lt;/i&gt; and titled &lt;i&gt;Final Fantasy&lt;/i&gt;—resulting in &lt;i&gt;Final Fantasy&lt;/i&gt; series, which would later go on to become the most successful RPG franchise. 1987 also saw the birth of the stealth game genre with Hideo Kojima’s &lt;i&gt;Metal Gear&lt;/i&gt; series' first game &lt;i&gt;Metal Gear&lt;/i&gt; on the MSX2 computer—and ported to the NES shortly after. In 1989, Capcom released &lt;i&gt;Sweet Home&lt;/i&gt; on the NES, which served as a precursor to the survival horror genre.&lt;br /&gt;
In 1988, Nintendo published their first issue of &lt;i&gt;Nintendo Power&lt;/i&gt; magazine.&lt;sup class="reference" id="cite_ref-83"&gt;[83]&lt;/sup&gt;&lt;br /&gt;
This generation ended with the discontinuation of the NES in 1995.&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>Second generation consoles (1977–1983)</title><link>http://benyasgar.blogspot.com/2011/07/second-generation-consoles-19771983.html</link><pubDate>Sun, 31 Jul 2011 06:26:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-3334303842190430957</guid><description>&lt;div class="rellink relarticle mainarticle"&gt;Main article: History of video game consoles (second generation)&lt;/div&gt;In the earliest consoles, the computer code for one or more games was hardcoded into microchips using discrete logic, and no additional games could ever be added. By the mid-1970s video games were found on cartridges, starting in 1976 with the release of the Fairchild 'Video Entertainment System (VES). Programs were burned onto ROM  chips that were mounted inside plastic cartridge casings that could be  plugged into slots on the console. When the cartridges were plugged in,  the general-purpose microprocessors  in the consoles read the cartridge memory and executed whatever program  was stored there. Rather than being confined to a small selection of  games included in the game system, consumers could now amass libraries  of game cartridges. However video game production was 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."&lt;sup class="reference" id="cite_ref-21"&gt;[21]&lt;/sup&gt;&lt;br /&gt;
Three machines dominated the second generation of consoles in North America, far outselling their rivals:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;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 &lt;i&gt;Space Invaders&lt;/i&gt; would become the first "killer app" and quadruple the console's sales.&lt;sup class="reference" id="cite_ref-RG-41_19-1"&gt;[19]&lt;/sup&gt; 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.&lt;/li&gt;
&lt;li&gt;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.&lt;/li&gt;
&lt;li&gt;The ColecoVision,  an even more powerful machine, appeared in 1982. Its sales also took  off, but 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.&lt;/li&gt;
&lt;/ul&gt;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".&lt;sup class="reference" id="cite_ref-22"&gt;[22]&lt;/sup&gt; 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 game industry at the time.&lt;sup class="reference" id="cite_ref-Rogers-Larsen-263_23-0"&gt;[23]&lt;/sup&gt;&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>Video game crash of 1977</title><link>http://benyasgar.blogspot.com/2011/07/video-game-crash-of-1977.html</link><pubDate>Sun, 31 Jul 2011 06:22:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-5430037644907805589</guid><description>In 1977, manufacturers of older, obsolete consoles and &lt;i&gt;Pong&lt;/i&gt; clones sold their systems at a loss to clear stock, creating a glut in the market,&lt;sup class="reference" id="cite_ref-Whittaker-122_17-0"&gt;[17]&lt;/sup&gt; 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.&lt;sup class="reference" id="cite_ref-Montfort-66_18-0"&gt;[18]&lt;/sup&gt;&lt;br /&gt;
The crash was largely caused by the significant number of &lt;i&gt;Pong&lt;/i&gt; clones that flooded both the arcade and home markets. The crash eventually came to an end with the success of Taito's &lt;i&gt;Space Invaders&lt;/i&gt;, released in 1978, sparking a renaissance for the video game industry and paving the way for the golden age of video arcade games.&lt;sup class="reference" id="cite_ref-Whittaker-122_17-1"&gt;[17]&lt;/sup&gt; Soon after, &lt;i&gt;Space Invaders&lt;/i&gt; was licensed for the Atari VCS (later known as Atari 2600), becoming the first "killer app" and quadrupling the console's sales.&lt;sup class="reference" id="cite_ref-RG-41_19-0"&gt;[19]&lt;/sup&gt; This helped Atari recover from their earlier losses.&lt;sup class="reference" id="cite_ref-Montfort-66_18-1"&gt;[18]&lt;/sup&gt; The success of the Atari 2600 in turn revived the home video game market, up until the North American video game crash of 1983.&lt;sup class="reference" id="cite_ref-20"&gt;[20]&lt;/sup&gt;&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>Early arcade video games (1971–1977)</title><link>http://benyasgar.blogspot.com/2011/07/early-arcade-video-games-19711977.html</link><pubDate>Sun, 31 Jul 2011 06:19:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-800072776740828447</guid><description>In September 1971, the &lt;i&gt;Galaxy Game&lt;/i&gt; was installed at a student union at Stanford University. Based on &lt;i&gt;Spacewar!&lt;/i&gt;, 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.&lt;br /&gt;
Also in 1971, Nolan Bushnell and Ted Dabney created a coin-operated arcade version of &lt;i&gt;Spacewar!&lt;/i&gt; and called it &lt;i&gt;Computer Space&lt;/i&gt;. Nutting Associates bought the game and manufactured 1,500 &lt;i&gt;Computer Space&lt;/i&gt;  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.&lt;br /&gt;
Bushnell and Dabney felt they did not receive enough earnings by licensing &lt;i&gt;Computer Space&lt;/i&gt; to Nutting Associates and founded Atari, Inc. In 1972 before releasing their next game: &lt;i&gt;Pong&lt;/i&gt;. &lt;i&gt;Pong&lt;/i&gt; 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. Atari sold over 19,000 &lt;i&gt;Pong&lt;/i&gt; machines,&lt;sup class="reference" id="cite_ref-11"&gt;[11]&lt;/sup&gt; creating many imitators&lt;br /&gt;
&lt;h3&gt;&lt;span class="mw-headline" id="First_generation_consoles_.281972.E2.80.931977.29"&gt;First generation consoles (1972–1977)&lt;/span&gt;&lt;/h3&gt;&lt;div class="rellink relarticle mainarticle"&gt;Main article: History of video game consoles (first generation)&lt;/div&gt;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.&lt;sup class="reference" id="cite_ref-12"&gt;[12]&lt;/sup&gt;&lt;sup class="reference" id="cite_ref-13"&gt;[13]&lt;/sup&gt; 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.&lt;sup class="reference" id="cite_ref-14"&gt;[14]&lt;/sup&gt; A major marketing push, featuring TV ads starring Frank Sinatra, helped Magnavox sell about 100,000 Odysseys that first year.&lt;sup class="reference" id="cite_ref-AmericanHeritage.com_4-2"&gt;[4]&lt;/sup&gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;h3&gt;&lt;span class="editsection"&gt;[edit]&lt;/span&gt; &lt;span class="mw-headline" id="Mainframe_computers"&gt;Mainframe computers&lt;/span&gt;&lt;/h3&gt;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 anxious 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:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;The PLATO system was an educational computing environment designed at the University of Illinois and which ran on mainframes made by Control Data Corporation. Games were often exchanged between different PLATO systems.&lt;/li&gt;
&lt;li&gt;DECUS was the user group for computers made by Digital Equipment Corporation (DEC). It distributed programs–including games–that would run on the various types of DEC computers.&lt;/li&gt;
&lt;/ul&gt;A number of noteworthy games were also written for Hewlett-Packard minicomputers such as the HP2000.&lt;br /&gt;
Highlights of this period, in approximate chronological order, include:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;1971: Don Daglow wrote the first computer baseball game on a DEC PDP-10 mainframe at Pomona College. Players could manage individual games or simulate an entire season. Daglow went on to team with programmer Eddie Dombrower to design &lt;i&gt;Earl Weaver Baseball&lt;/i&gt;, published by Electronic Arts in 1987.&lt;/li&gt;
&lt;li&gt;1971: &lt;i&gt;Star Trek&lt;/i&gt; 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 &lt;i&gt;Star Trek&lt;/i&gt;  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 &lt;i&gt;Star Trek game&lt;/i&gt; 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 &lt;i&gt;Star Trek&lt;/i&gt; themed games were also available via PLATO and DECUS throughout the decade.&lt;/li&gt;
&lt;li&gt;1972: Gregory Yob wrote the hide-and-seek game &lt;i&gt;Hunt the Wumpus&lt;/i&gt;  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 &lt;i&gt;Hurkle&lt;/i&gt;, &lt;i&gt;Mugwump&lt;/i&gt;, and &lt;i&gt;Snark&lt;/i&gt;.&lt;/li&gt;
&lt;li&gt;1974: Both &lt;i&gt;Maze War&lt;/i&gt; (on the Imlac PDS-1 at the NASA Ames Research Center in California) and &lt;i&gt;Spasim&lt;/i&gt; (on PLATO) appeared, pioneering examples of early multi-player 3D first-person shooters.&lt;/li&gt;
&lt;li&gt;1974: Brand Fortner and others developed &lt;i&gt;Airfight&lt;/i&gt;  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. &lt;i&gt;Airfight&lt;/i&gt; was the inspiration for what became the Microsoft Flight Simulator.&lt;/li&gt;
&lt;li&gt;1975: William Crowther wrote the first modern text adventure game, &lt;i&gt;Adventure&lt;/i&gt; (originally called &lt;i&gt;ADVENT&lt;/i&gt;, and later &lt;i&gt;Colossal Cave&lt;/i&gt;). 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.&lt;/li&gt;
&lt;li&gt;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 teletype machines or line printers that output at speeds ranging from 10 to 30 characters per second.&lt;/li&gt;
&lt;li&gt;1975: Daglow, then a student at Claremont Graduate University, wrote the first Computer role-playing game on PDP-10 mainframes: &lt;i&gt;Dungeon&lt;/i&gt;. The game was an unlicensed implementation of the new role playing game &lt;i&gt;Dungeons &amp;amp; Dragons&lt;/i&gt;. Although displayed in text, it was the first game to use &lt;i&gt;line of sight&lt;/i&gt;  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.&lt;/li&gt;
&lt;li&gt;1975: At about the same time, the RPG &lt;i&gt;dnd&lt;/i&gt;, also based on &lt;i&gt;Dungeons and Dragons&lt;/i&gt; first appeared on PLATO system CDC computers. For players in these schools &lt;i&gt;dnd&lt;/i&gt;, not &lt;i&gt;Dungeon&lt;/i&gt;, was the first computer role-playing game.&lt;/li&gt;
&lt;li&gt;1976: The earliest role-playing video games to use elements from &lt;i&gt;Dungeons and Dragons&lt;/i&gt; are &lt;i&gt;Telengard&lt;/i&gt;, written in 1976, and &lt;i&gt;Zork&lt;/i&gt; (later renamed &lt;i&gt;Dungeon&lt;/i&gt;), written in 1977.&lt;sup class="reference" id="cite_ref-15"&gt;[15]&lt;/sup&gt;&lt;sup class="reference" id="cite_ref-16"&gt;[16]&lt;/sup&gt;&lt;/li&gt;
&lt;li&gt;1977: Kelton Flinn and John Taylor create the first version of &lt;i&gt;Air&lt;/i&gt;, a text air combat game that foreshadowed their later work creating the first-ever graphical online multi-player game, &lt;i&gt;Air Warrior&lt;/i&gt;. 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."&lt;sup class="Template-Fact" style="white-space: nowrap;" title="This claim needs references to reliable sources from July 2009"&gt;[&lt;i&gt;citation needed&lt;/i&gt;]&lt;/sup&gt;&lt;/li&gt;
&lt;li&gt;1977: The writing of the original &lt;i&gt;Zork&lt;/i&gt; 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.&lt;/li&gt;
&lt;li&gt;1978: &lt;i&gt;Multi-User Dungeon&lt;/i&gt;, the first MUD, was created by Roy Trubshaw and Richard Bartle, beginning the heritage that culminates with today's MMORPGs.&lt;/li&gt;
&lt;li&gt;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 &lt;i&gt;Dungeon&lt;/i&gt; on the PDP-10 and &lt;i&gt;dnd&lt;/i&gt; on PLATO, &lt;i&gt;Rogue&lt;/i&gt;  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 &lt;i&gt;Zork&lt;/i&gt; team had done, &lt;i&gt;Rogue&lt;/i&gt; was adapted for home computers and became a commercial product.&lt;/li&gt;
&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>1950s–1960s</title><link>http://benyasgar.blogspot.com/2011/07/1950s1960s.html</link><pubDate>Sun, 31 Jul 2011 06:11:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-2708052698260677729</guid><description>&lt;h3&gt;&lt;span class="mw-headline" id="1950s.E2.80.931960s"&gt;1950s–1960s&lt;/span&gt;&lt;/h3&gt;&lt;div class="thumb tright"&gt;&lt;div class="thumbinner" style="width: 182px;"&gt;&lt;img alt="" class="thumbimage" height="121" src="http://upload.wikimedia.org/wikipedia/commons/thumb/2/23/Spacewar%21-PDP-1-20070512.jpg/180px-Spacewar%21-PDP-1-20070512.jpg" width="180" /&gt; &lt;br /&gt;
&lt;div class="thumbcaption"&gt;&lt;div class="magnify"&gt;&lt;a class="internal" href="http://en.wikipedia.org/wiki/File:Spacewar%21-PDP-1-20070512.jpg" title="Enlarge"&gt;&lt;img alt="" height="11" src="http://bits.wikimedia.org/skins-1.17/common/images/magnify-clip.png" width="15" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;Spacewar!&lt;/i&gt; is credited as the first widely available and influential computer game.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;The majority of early computer games ran on university 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.&lt;sup class="Template-Fact" style="white-space: nowrap;" title="This claim needs references to reliable sources from April 2008"&gt;[&lt;i&gt;citation needed&lt;/i&gt;]&lt;/sup&gt;&lt;br /&gt;
In 1959–1961, a collection of interactive graphical programs were created on the TX-0 machine at MIT:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;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.&lt;sup class="reference" id="cite_ref-8"&gt;[8]&lt;/sup&gt;&lt;/li&gt;
&lt;li&gt;HAX: By adjusting two switches on the console, various graphical displays and sounds could be made.&lt;/li&gt;
&lt;li&gt;Tic-Tac-Toe: Using the light pen, the user could play a simple game of tic-tac-toe against the computer.&lt;/li&gt;
&lt;/ul&gt;In 1961, a group of students at MIT, including Steve Russell, programmed a game titled &lt;i&gt;Spacewar!&lt;/i&gt; on the DEC PDP-1, a new computer at the time.&lt;sup class="reference" id="cite_ref-9"&gt;[9]&lt;/sup&gt; 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. &lt;i&gt;Spacewar!&lt;/i&gt; is credited as the first influential computer game.&lt;br /&gt;
In 1966, Ralph Baer  engaged co-worker Bill Harrison in the project, where they both worked  at military electronics contractor Sanders Associates in Nashua, NH.  They created a simple video game named &lt;i&gt;Chase&lt;/i&gt;, 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 (US Patents 3,659,284, 3,778,058, etc.). 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 &amp;amp; D department. By  1969, Sanders was showing off the world’s first home video game console  to manufacturers.&lt;sup class="reference" id="cite_ref-AmericanHeritage.com_4-1"&gt;[4]&lt;/sup&gt;&lt;br /&gt;
In 1969, AT&amp;amp;T computer programmer Ken Thompson wrote a video game called &lt;i&gt;Space Travel&lt;/i&gt; 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&amp;amp;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 &lt;i&gt;Space Travel&lt;/i&gt; has been called the first UNIX application.&lt;sup class="reference" id="cite_ref-10"&gt;[10]&lt;/sup&gt;&lt;br /&gt;
&lt;div class="thumb tright"&gt;&lt;div class="thumbinner" style="width: 182px;"&gt;&lt;a class="image" href="http://en.wikipedia.org/wiki/File:Spacewar%21-PDP-1-20070512.jpg"&gt;&lt;br /&gt;
&lt;/a&gt; &lt;br /&gt;
&lt;div class="thumbcaption"&gt;&lt;a class="internal" href="http://en.wikipedia.org/wiki/File:Spacewar%21-PDP-1-20070512.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;" title="Enlarge"&gt;&lt;br /&gt;
&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>Early history</title><link>http://benyasgar.blogspot.com/2011/07/early-history.html</link><pubDate>Sun, 31 Jul 2011 05:58:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-5926976090352843879</guid><description>Main article: First video game On January 25, 1947, Thomas T. Goldsmith, Jr. and Estle Ray Mann filed a United States patent request for an invention they described as a "cathode ray tube amusement device".&lt;sup class="reference" id="cite_ref-2"&gt;[2]&lt;/sup&gt; This patent, which the United States Patent Office  issued on December 14, 1948, details a machine in which a person uses  knobs and buttons to manipulate a cathode ray tube beam to simulate  firing at "airplane" targets. A printed overlay on the CRT screen helps  to define the playing field.&lt;br /&gt;
&lt;div class="thumb tright"&gt;&lt;div class="thumbinner" style="width: 222px;"&gt;&lt;img alt="" class="thumbimage" height="165" src="http://upload.wikimedia.org/wikipedia/commons/thumb/d/d1/Tennis_for_Two_-_Screen.png/220px-Tennis_for_Two_-_Screen.png" width="220" /&gt; &lt;br /&gt;
&lt;div class="thumbcaption"&gt;&lt;div class="magnify"&gt;&lt;a class="internal" href="http://en.wikipedia.org/wiki/File:Tennis_for_Two_-_Screen.png" title="Enlarge"&gt;&lt;img alt="" height="11" src="http://bits.wikimedia.org/skins-1.17/common/images/magnify-clip.png" width="15" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;Tennis for Two&lt;/i&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;In 1949–1950, Charley Adama created a "Bouncing Ball" program for MIT's Whirlwind computer.&lt;sup class="reference" id="cite_ref-3"&gt;[3]&lt;/sup&gt; While the program was not yet interactive, it was a precursor to games soon to come.&lt;br /&gt;
In February 1951, Christopher Strachey tried to run a draughts program he had written for the NPL Pilot ACE.  The program exceeded the memory capacity of the machine and Strachey  recoded his program for a machine at Manchester with a larger memory  capacity by October.&lt;br /&gt;
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.&lt;sup class="reference" id="cite_ref-AmericanHeritage.com_4-0"&gt;[4]&lt;/sup&gt;&lt;br /&gt;
&lt;i&gt;OXO&lt;/i&gt;, a graphical version 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.&lt;br /&gt;
In 1958 William Higinbotham created a game using an oscilloscope and analog computer.&lt;sup class="reference" id="cite_ref-1983magazine_5-0"&gt;[5]&lt;/sup&gt; Titled &lt;i&gt;Tennis for Two&lt;/i&gt;, it was used to entertain visitors of the Brookhaven National Laboratory in New York.&lt;sup class="reference" id="cite_ref-6"&gt;[6]&lt;/sup&gt; &lt;i&gt;Tennis for Two&lt;/i&gt; showed a simplified tennis court from the side, featuring a gravity-controlled ball that needed to be played over the "net," unlike its successor—Pong. The game was played with two box-shaped controllers, both equipped with a knob for trajectory and a button for hitting the ball.&lt;sup class="reference" id="cite_ref-1983magazine_5-1"&gt;[5]&lt;/sup&gt; &lt;i&gt;Tennis for Two&lt;/i&gt; was exhibited for two seasons before it was dismantled in 1959.&lt;sup class="reference" id="cite_ref-7"&gt;[7]&lt;/sup&gt;&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item><item><title>HISTORY OF VIDEO GAME</title><link>http://benyasgar.blogspot.com/2011/07/history-of-video-game.html</link><pubDate>Sun, 31 Jul 2011 05:54:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-1998139524194975078.post-6139334825919740509</guid><description>The origin of video games lies in early cathode ray tube-based missile defense  systems in the late 1940s. These programs were later adapted into other  simple games during the 1950s. By the late 1950s and through the 1960s,  more computer games were developed (mostly on mainframe computers), gradually increasing in sophistication and complexity.&lt;sup class="reference" id="cite_ref-0"&gt;[n 1]&lt;/sup&gt; Following this period, video games diverged into different platforms: arcade, mainframe, console, personal computer and later handheld games.&lt;sup class="reference" id="cite_ref-1"&gt;[1]&lt;/sup&gt;&lt;br /&gt;
The first commercially viable video game was &lt;i&gt;Computer Space&lt;/i&gt; in 1971,  which laid the foundation for a new entertainment industry in the late  1970s within the United States, Japan, and Europe. The first major crash  in 1977 occurred when companies were forced to sell their older obsolete systems flooding the market. Six years later a second, greater crash  occurred. This crash—brought on largely by a flood of poor quality  video games coming to the market—resulted in a total collapse of the  console gaming industry in the United States, ultimately shifting  dominance of the market from North America to Japan. While the crash  killed the console gaming market, the computer gaming market was largely  unaffected. Subsequent generations of console video games would  continue to be dominated by Japanese corporations. Though several  attempts would be made by North American and European companies, fourth generation of consoles, their ventures would ultimately fail. Not until the sixth generation of video game consoles would a non-Japanese company release a commercially successful console system. The handheld gaming  market has followed a similar path with several unsuccessful attempts  made by American companies all of which failed outside some limited  successes in the handheld electronic games  early on. Currently only Japanese companies have any major successful  handheld gaming consoles, although in recent years handheld games have  come to devices like smartphones and tablets as technology continues to converge.&lt;br /&gt;
&lt;div id="toctitle"&gt;&lt;h2&gt;Contents&lt;/h2&gt;&lt;span class="toctoggle"&gt;[hide]&lt;/span&gt;&lt;/div&gt;&lt;ul&gt;&lt;li class="toclevel-1 tocsection-1"&gt;&lt;span class="tocnumber"&gt;1&lt;/span&gt; &lt;span class="toctext"&gt;Early history&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-2 tocsection-2"&gt;&lt;span class="tocnumber"&gt;1.1&lt;/span&gt; &lt;span class="toctext"&gt;1950s–1960s&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-3"&gt;&lt;span class="tocnumber"&gt;2&lt;/span&gt; &lt;span class="toctext"&gt;1970s&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-2 tocsection-4"&gt;&lt;span class="tocnumber"&gt;2.1&lt;/span&gt; &lt;span class="toctext"&gt;Early arcade video games (1971–1977)&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-5"&gt;&lt;span class="tocnumber"&gt;2.2&lt;/span&gt; &lt;span class="toctext"&gt;First generation consoles (1972–1977)&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-6"&gt;&lt;span class="tocnumber"&gt;2.3&lt;/span&gt; &lt;span class="toctext"&gt;Mainframe computers&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-7"&gt;&lt;span class="tocnumber"&gt;2.4&lt;/span&gt; &lt;span class="toctext"&gt;Video game crash of 1977&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-8"&gt;&lt;span class="tocnumber"&gt;2.5&lt;/span&gt; &lt;span class="toctext"&gt;Second generation consoles (1977–1983)&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-9"&gt;&lt;span class="tocnumber"&gt;2.6&lt;/span&gt; &lt;span class="toctext"&gt;Golden age of video arcade games (1978–1986)&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-10"&gt;&lt;span class="tocnumber"&gt;2.7&lt;/span&gt; &lt;span class="toctext"&gt;Home computer games (late 1970s to early 80s)&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-11"&gt;&lt;span class="tocnumber"&gt;3&lt;/span&gt; &lt;span class="toctext"&gt;1980s&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-2 tocsection-12"&gt;&lt;span class="tocnumber"&gt;3.1&lt;/span&gt; &lt;span class="toctext"&gt;Genre innovation&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-13"&gt;&lt;span class="tocnumber"&gt;3.2&lt;/span&gt; &lt;span class="toctext"&gt;Gaming computers&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-14"&gt;&lt;span class="tocnumber"&gt;3.3&lt;/span&gt; &lt;span class="toctext"&gt;Early online gaming&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-15"&gt;&lt;span class="tocnumber"&gt;3.4&lt;/span&gt; &lt;span class="toctext"&gt;Handheld LCD games&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-16"&gt;&lt;span class="tocnumber"&gt;3.5&lt;/span&gt; &lt;span class="toctext"&gt;Video game crash of 1983&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-17"&gt;&lt;span class="tocnumber"&gt;3.6&lt;/span&gt; &lt;span class="toctext"&gt;Third generation consoles (1983–1995)&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-18"&gt;&lt;span class="tocnumber"&gt;4&lt;/span&gt; &lt;span class="toctext"&gt;1990s&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-2 tocsection-19"&gt;&lt;span class="tocnumber"&gt;4.1&lt;/span&gt; &lt;span class="toctext"&gt;Decline of arcades&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-20"&gt;&lt;span class="tocnumber"&gt;4.2&lt;/span&gt; &lt;span class="toctext"&gt;Handhelds come of age&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-21"&gt;&lt;span class="tocnumber"&gt;4.3&lt;/span&gt; &lt;span class="toctext"&gt;Mobile phone gaming&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-22"&gt;&lt;span class="tocnumber"&gt;4.4&lt;/span&gt; &lt;span class="toctext"&gt;Fourth generation consoles (1989–1999) (16-bit)&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-23"&gt;&lt;span class="tocnumber"&gt;4.5&lt;/span&gt; &lt;span class="toctext"&gt;Fifth generation consoles (1993–2006) (32 and 64-bit)&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-24"&gt;&lt;span class="tocnumber"&gt;4.6&lt;/span&gt; &lt;span class="toctext"&gt;Transition to 3D and CDs&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-25"&gt;&lt;span class="tocnumber"&gt;5&lt;/span&gt; &lt;span class="toctext"&gt;2000s&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-2 tocsection-26"&gt;&lt;span class="tocnumber"&gt;5.1&lt;/span&gt; &lt;span class="toctext"&gt;Mobile games&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-27"&gt;&lt;span class="tocnumber"&gt;5.2&lt;/span&gt; &lt;span class="toctext"&gt;Sixth generation consoles (1998-Present)&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-3 tocsection-28"&gt;&lt;span class="tocnumber"&gt;5.2.1&lt;/span&gt; &lt;span class="toctext"&gt;Return of alternate controllers&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-29"&gt;&lt;span class="tocnumber"&gt;5.3&lt;/span&gt; &lt;span class="toctext"&gt;Online gaming rises to prominence&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-30"&gt;&lt;span class="tocnumber"&gt;5.4&lt;/span&gt; &lt;span class="toctext"&gt;Rise of casual PC games&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-31"&gt;&lt;span class="tocnumber"&gt;5.5&lt;/span&gt; &lt;span class="toctext"&gt;Seventh generation consoles (2005-Present)&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-3 tocsection-32"&gt;&lt;span class="tocnumber"&gt;5.5.1&lt;/span&gt; &lt;span class="toctext"&gt;Increases in development budgets&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-3 tocsection-33"&gt;&lt;span class="tocnumber"&gt;5.5.2&lt;/span&gt; &lt;span class="toctext"&gt;Nintendo capitalizes on casual gaming&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-3 tocsection-34"&gt;&lt;span class="tocnumber"&gt;5.5.3&lt;/span&gt; &lt;span class="toctext"&gt;Motion control revolutionizes game play&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-35"&gt;&lt;span class="tocnumber"&gt;5.6&lt;/span&gt; &lt;span class="toctext"&gt;Cloud Computing comes to games&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-36"&gt;&lt;span class="tocnumber"&gt;6&lt;/span&gt; &lt;span class="toctext"&gt;2010s&lt;/span&gt; &lt;ul&gt;&lt;li class="toclevel-2 tocsection-37"&gt;&lt;span class="tocnumber"&gt;6.1&lt;/span&gt; &lt;span class="toctext"&gt;Gaming without controllers&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-38"&gt;&lt;span class="tocnumber"&gt;6.2&lt;/span&gt; &lt;span class="toctext"&gt;Glasses-free 3D&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-2 tocsection-39"&gt;&lt;span class="tocnumber"&gt;6.3&lt;/span&gt; &lt;span class="toctext"&gt;Touchscreen controller&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-40"&gt;&lt;span class="tocnumber"&gt;7&lt;/span&gt; &lt;span class="toctext"&gt;See also&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-41"&gt;&lt;span class="tocnumber"&gt;8&lt;/span&gt; &lt;span class="toctext"&gt;Notes&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-42"&gt;&lt;span class="tocnumber"&gt;9&lt;/span&gt; &lt;span class="toctext"&gt;References&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-43"&gt;&lt;span class="tocnumber"&gt;10&lt;/span&gt; &lt;span class="toctext"&gt;Further reading&lt;/span&gt;&lt;/li&gt;
&lt;li class="toclevel-1 tocsection-44"&gt;&lt;span class="tocnumber"&gt;11&lt;/span&gt; &lt;span class="toctext"&gt;External links&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;Sixth generation consoles (1998-Present)
Fifth generation consoles (1993–2006) (32 and 64-bit)
Fourth generation consoles (1989–1999) (16-bit)
VIDEO GAME 1990 - Sunday, July 31, 2011 - Beny
Third generation consoles (1983–1995)&lt;/div&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>epuel.paski@gmail.com (epuel)</author></item></channel></rss>