Topic: Video games (Page 2)

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πŸ”— SuperH

πŸ”— Video games πŸ”— Computing πŸ”— Computing/Computer hardware πŸ”— Japan πŸ”— Japan/Business and economy πŸ”— Video games/Sega

SuperH (or SH) is a 32-bit reduced instruction set computing (RISC) instruction set architecture (ISA) developed by Hitachi and currently produced by Renesas. It is implemented by microcontrollers and microprocessors for embedded systems.

At the time of introduction, SuperH was notable for having fixed-length 16-bit instructions in spite of its 32-bit architecture. This was a novel approach; at the time, RISC processors always used an instruction size that was the same as the internal data width, typically 32-bits. Using smaller instructions had consequences, the register file was smaller and instructions were generally two-operand format. But for the market the SuperH was aimed at, this was a small price to pay for the improved memory and processor cache efficiency.

Later versions of the design, starting with SH-5, included both 16- and 32-bit instructions, with the 16-bit versions mapping onto the 32-bit version inside the CPU. This allowed the machine code to continue using the shorter instructions to save memory, while not demanding the amount of instruction decoding logic needed if they were completely separate instructions. This concept is now known as a compressed instruction set and is also used by other companies, the most notable example being ARM for its Thumb instruction set.

As of 2015, many of the original patents for the SuperH architecture are expiring and the SH-2 CPU has been reimplemented as open source hardware under the name J2.

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πŸ”— 5 March 1981: The ZX81 home computer launches with 1kb memory

πŸ”— Video games πŸ”— Computing

The ZX81 is a home computer that was produced by Sinclair Research and manufactured in Dundee, Scotland, by Timex Corporation. It was launched in the United Kingdom in March 1981 as the successor to Sinclair's ZX80 and designed to be a low-cost introduction to home computing for the general public. It was hugely successful; more than 1.5 million units were sold. In the United States it was initially sold as the ZX-81 under license by Timex. Timex later produced its own versions of the ZX81: the Timex Sinclair 1000 and Timex Sinclair 1500. Unauthorized ZX81 clones were produced in several countries.

The ZX81 was designed to be small, simple, and above all, inexpensive, with as few components as possible. Video output is to a television set rather than a dedicated monitor. Programs and data are loaded and saved onto compact audio cassettes. It uses only four silicon chips and a mere 1Β KB of memory. There is no power switch or any moving parts with the exception of a VHF TV channel selector switch present in some models. It has a pressure-sensitive membrane keyboard. The ZX81's limitations prompted a market in third-party peripherals to improve its capabilities. Its distinctive case and keyboard brought designer Rick Dickinson a Design Council award.

The ZX81 could be bought by mail order preassembled or, for a lower price, in kit form. It was the first inexpensive mass-market home computer to be sold by high street stores, led by W. H. Smith and soon many other retailers. The ZX81 marked the point when computing in Britain became an activity for the general public rather than the preserve of businessmen and electronics hobbyists. It produced a huge community of enthusiasts, some of whom founded their own businesses producing software and hardware for the ZX81. Many went on to play major roles in the British computer industry. The ZX81's commercial success made Sinclair Research one of Britain's leading computer manufacturers and earned a fortune and an eventual knighthood for the company's founder Sir Clive Sinclair.

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πŸ”— Tamagotchi Connection

πŸ”— Video games πŸ”— Anime and manga

The Tamagotchi Connection, known as Tamagotchi Plus in Japan and Tamagotchi Connexion in the UK, is a virtual pet in the Tamagotchi line of digital toys from Bandai. The Tamagotchi Connection is unique from prior models in that it uses infrared technology to connect and interact with other devices and was first released in 2004, 8 years after the first Tamagotchi toy. Using the device's infrared port, the virtual pet (referred to as a Tamagotchi) can make friends with other Tamagotchis, in addition to playing games, giving and receiving presents and having a baby.

Versions 1 to 4 of Tamagotchi Connection have 6 levels of friendship that can be viewed in the Friends List:

  • Acquaintance (one smiley-face)
  • Buddy (two smiley-faces)
  • Friend (three smiley-faces)
  • Good friend (four smiley-faces)
  • Best friend (two love-hearts, two smiley-faces, during connection they may kiss)
  • Partner (four love-hearts, during connection they will kiss and may have babies)

Versions 5 and 6 have different levels.

If the Tamagotchi cannot find a partner from another device to have babies with, a matchmaker will come, allowing the Tamagotchi to have a baby with a computer-controlled Tamagotchi character. This applies to versions 1 to 4 and 6 only. Version 5 introduces a Dating Show game in which the user must play to gain a CPU partner.

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πŸ”— Video game crash of 1983

πŸ”— Video games πŸ”— Video games/Nintendo

The video game crash of 1983 (known as the Atari shock in Japan) was a large-scale recession in the video game industry that occurred from 1983 to 1985, primarily in the United States. The crash was attributed to several factors, including market saturation in the number of game consoles and available games, and waning interest in console games in favor of personal computers. Revenues peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985 (a drop of almost 97 percent). The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America.

Lasting about two years, the crash shook the then-booming industry, and led to the bankruptcy of several companies producing home computers and video game consoles in the region. Analysts of the time expressed doubts about the long-term viability of video game consoles and software.

The North American video game console industry eventually recovered a few years later, mostly due to the widespread success of the Nintendo Entertainment System (NES) in 1985; Nintendo designed the NES as the Western branding for its Famicom console originally released in 1983 in order to avoid the missteps which caused the 1983 crash and avoid the stigma which video games had at that time.

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πŸ”— Tetris effect

πŸ”— Video games

The Tetris effect (also known as Tetris syndrome) occurs when people devote so much time and attention to an activity that it begins to pattern their thoughts, mental images, and dreams. It takes its name from the video game Tetris.

People who have played Tetris for a prolonged amount of time can find themselves thinking about ways different shapes in the real world can fit together, such as the boxes on a supermarket shelf or the buildings on a street. They may see coloured images of pieces falling into place on an invisible layout at the edges of their visual fields or when they close their eyes.. They may see such coloured, moving images when they are falling asleep, a form of hypnagogic imagery.

The Tetris effect is a form of habit. Those experiencing the effect may feel they are unable to prevent the thoughts, images, or dreams from happening.

A broadening of the Tetris effect may be the Game Transfer Phenomena (GTP).

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πŸ”— List of most expensive video games to develop

πŸ”— Video games πŸ”— Lists

The following is a list of the most expensive video games ever developed, with a minimum total cost of US$50 million and sorted by the total cost adjusted for inflation. Most game budgets are not disclosed, so this list is not indicative of industry trends.

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πŸ”— 4X

πŸ”— Video games

4X is a genre of strategy-based video and board games in which players control an empire and "eXplore, eXpand, eXploit, and eXterminate". The term was coined by Alan Emrich in his September 1993 preview of Master of Orion for Computer Gaming World. Since then, others have adopted the term to describe games of similar scope and design.

4X computer games are noted for their deep, complex gameplay. Emphasis is placed upon economic and technological development, as well as a range of non-military routes to supremacy. Games can take a long time to complete since the amount of micromanagement needed to sustain an empire increases as the empire grows. 4X games are sometimes criticized for becoming tedious for these reasons, and several games have attempted to address these concerns by limiting micromanagement, with varying degrees of success.

The earliest 4X games borrowed ideas from board games and 1970s text-based computer games. The first 4X computer games were turn-based, but real-time 4X games are not uncommon. Many 4X computer games were published in the mid-1990s, but were later outsold by other types of strategy games. Sid Meier's Civilization is an important example from this formative era, and popularized the level of detail that later became a staple of the genre. In the new millennium, several 4X releases have become critically and commercially successful.

In the board (and card) game domain, 4X is less of a distinct genre, in part because of the practical constraints of components and playing time. The Civilization board game that gave rise to Sid Meier's Civilization computer game, for instance, has no exploration and no extermination. Unless extermination is targeted at non-player entities, it tends to be either nearly impossible (because of play balance mechanisms, since player elimination is usually considered an undesirable feature) or certainly unachievable (because victory conditions are triggered before extermination can be completed) in board games.

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πŸ”— Alto Trek, a networked multiplayer game from 1978

πŸ”— Video games πŸ”— Star Trek

Alto Trek is a computer game, developed by Gene Ball and Rick Rashid for the Xerox Alto while they were graduate students at the University of Rochester during the late 1970s. It is one of the first networked multiplayer games.

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πŸ”— 20 years ago Far Cry was released

πŸ”— Video games

Far Cry is a 2004 first-person shooter game developed by Crytek and published by Ubisoft. It is the first installment in the Far Cry franchise. Set on a mysterious tropical archipelago, the game follows Jack Carver, a former American special operations forces operative, as he searches for journalist Valerie Constantine, who accompanied him to the islands but went missing after their boat was destroyed by mercenaries. As Jack explores the islands, he begins to discover the horrific genetic experiments being conducted on the local wildlife and must confront the mad scientist behind them.

The game was the first to use Crytek's CryEngine, and was designed as an open-ended first-person shooter, though it lacks most of the freedom its successors would offer to the player. While players can freely explore the game's world like in later Far Cry titles, they are most often discouraged from doing so due to the linear structure of missions and the lack of side content. Despite this, the gameplay formula established in Far Cryβ€”placing the player in a foreign environment occupied by enemy forces where they must use various weapons and tools, as well as their surroundings to overcome any threatβ€”would prove essential in defining the series' identity going forward.

Far Cry was released for Microsoft Windows in March 2004 to generally positive reviews, being praised for its visuals, gameplay mechanics, and the level of freedom given to players. The game was also a commercial success, selling over 730,000 units within four months of release and over 2.5 million units in its lifetime. The success of Far Cry led to a series of standalone sequels developed by Ubisoft, starting with Far Cry 2 in 2008. A remake of the game with a different storyline and new mechanics, Far Cry Instincts, was released for the Xbox in 2005, and for the Xbox 360 in 2006 as part of the Far Cry Instincts: Predator compilation. A loose film adaptation was released in 2008. The original version of Far Cry, updated with HD graphics, was re-released under the title Far Cry Classic for the PlayStation 3 and Xbox 360 in 2014.

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πŸ”— MIDI Maze

πŸ”— Video games

MIDI Maze is a networked first-person shooter for the Atari ST developed by Xanth Software F/X and released in 1987 by Hybrid Arts. The game takes place in a maze of untextured walls. The world animates smoothly as the player turns, much like the earlier Wayout, instead of only permitting 90 degree changes of direction. It has been suggested that MIDI Maze, using the built-in MIDI ports of the Atari ST for networking, introduced the concept of deathmatch combat. The game found a wider audience on the Game Boy as Faceball 2000.

The original MIDI Maze team consisted of James Yee as the business manager, Michael Park as the graphic and networking programmer, and George Miller writing the AI and drone logic.

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