Sunday, July 31, 2011

Early arcade video games (1971–1977)

Posted by epuel 6:19 AM, under | No comments

In September 1971, the Galaxy Game was installed at a student union 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 felt they did not receive enough earnings by licensing Computer Space to Nutting Associates and 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. Atari sold over 19,000 Pong machines,[11] creating many imitators

First generation consoles (1972–1977)

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.[12][13] 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.[14] A major marketing push, featuring TV ads starring Frank Sinatra, helped Magnavox sell about 100,000 Odysseys that first year.[4]
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.

[edit] Mainframe computers

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:
  • 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.
  • 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.
A number of noteworthy games were also written for Hewlett-Packard minicomputers such as the HP2000.
Highlights of this period, in approximate chronological order, include:
  • 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 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 NASA 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 teletype machines 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 Computer role-playing game on PDP-10 mainframes: Dungeon. The game was an unlicensed implementation of the new 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 RPG dnd, also based on Dungeons and Dragons first appeared on PLATO system CDC computers. For players in these schools dnd, not Dungeon, was the first computer role-playing game.
  • 1976: The earliest role-playing video games to use elements from Dungeons and Dragons are Telengard, written in 1976, and Zork (later renamed Dungeon), written in 1977.[15][16]
  • 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 dnd on 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.

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