Halcyon (console)

Last updated
Halcyon
Manufacturer RDI Video Systems
Type Home video game console
Generation Third Generation
Release dateNot Released
Introductory priceUS$1800–2500
Media LaserDisc
CPU Zilog Z80
Sound Votrax speech synthesizer

The Halcyon is an unreleased home video game console produced by RDI Video Systems. The system was planned to be released in January 1985, with the initial retail price for the system being US$2,500. Fewer than a dozen units are known to exist and it never reached retailers because of a lack of affordable disc players. [1] [2] The design featured a LaserDisc player [3] and an attached computer, each the size of an early-model VCR. Of the six games planned, [4] only two games were released: Thayer's Quest and NFL Football LA Raiders vs SD Chargers. RDI Video Systems claimed that the system would be entirely voice-activated, and would have an artificial intelligence akin to HAL 9000 from 2001: A Space Odyssey . [5]

Contents

History

Rick Dyer was one of the many fans of the interactive fiction game, Adventure , and wanted to develop his own game, Shadoan, which was an expansive fantasy game inspired by The Lord of the Rings . [6] System costs were intended to range from $1800 to 2100, depending on the model. [7]

Technical details

Hardware

Halcyon was based around the Z80 microprocessor, with its 64K memory partitioned out to ROM and RAM. A separate speech recognition computer provided the additional power needed to recognize human speech. Its firmware was proprietary, and its chief communications with the Z80 were indications of what word it had recognized, and what probability of confidence it calculated for the match. Other functions this subsystem provided were non-volatile memory storage, and speech recognition training.

Video content existed on a special computer-controlled CED player provided by RCA. Because of video encoding and stylus positioning constraints inherent in this technology, still frames (where action would be suspended pending player input) had to be encoded as a repeat of 2 or 3 seconds of video. Late in its development, Halcyon had to be re-designed to use Laserdisc players because CED units were put out of production by RCA. The Laserdisk used by Halcyon was an unbadged unit made by Pioneer Corporation. [8]

Communications with CED players were serial. Communications with Laserdisc players were via infrared LED attached via suction cup.

Speech synthesis was produced using a licensed text-to-speech algorithm included as part of the base Halcyon Operating System, including a special English vocabulary which would correctly pronounce hundreds of proper names. The phonetic output of this algorithm was fed into a Votrax chip.

Software

Firmware unique to the game being played existed as a removable ROM cartridge containing 16K memory, including the entire game node layout, vocabulary of the game (both for the speech synthesizer and speech recognizer), inventory data (both for gameplay as well as video still frames depicting items), and certain executable data sections to assist in the processing of game flow.

Save for the words "Yes" and "No," Halcyon required each player to train it to recognize their voice. The words "Yes" and "No" existed as four samples of human voices pre-loaded into memory, two female and two male. Each voice was selected for their unique pitch and timbre properties. These four gave a high probability match for Halcyon to recognize from any given English speaker.

Speech recognition was discontiguous, meaning the player had only a few seconds to speak into a headset when prompted. This headset was equipped with a noise-canceling microphone to help isolate speech from any other sounds. Speech samples would be compared against allowed responses, and a match, along with probability of accuracy, would be sent to the Halcyon main processor.

To acknowledge voice commands, Halcyon would reiterate what it believed it "heard" the player say. This sometimes resulted in incorrect actions taken, especially if the player had a significantly different inflection or spoke something different from the choices expected. Probability ranking could trigger Halcyon to ask the player to repeat their choice when it received a poor match to all expected responses. Mis-recognitions were chiefly the result of a sample of speech given sufficient probability to match one of the anticipated words or phrases.

Halcyon was intended to have a voice much like the Hal 9000, but memory constraints prohibited the use of tailored speech parameters for the Votrax synthesizer that was built into the console. The compromise was to use a licensed text-to-speech algorithm that had several built-in rules for pronouncing English text properly. For speech, the console made that the algorithm did not pronounce acceptably, special spelling was incorporated into the source text of words and phrases to correct for these problems. This would not correct the words (user names, primarily) that were typed into the Halcyon when a player first began playing the game.

A video game would follow a general design of "nodes", which interconnected based on responses and lack of responses from a player. Certain triggers, such as a real-time constraint under which the game would be interrupted if its associated event did not occur, were also part of the game's dynamic.

Scenes existed as two or more scripts: One for the "normal" or first encounter with the scene, one for subsequent visits, and optionally one or two for where certain actions required the scene animation or graphics to deviate, usually where an item has been removed or used.

A scene had to be identical in animation and graphics between its normal and subsequent visit, differing only in the audio track used. For this reason, lip sync was not required to be included in the animation, often resulting in speaking characters having their mouths obscured or speaking with their backs turned.

A scene with an item used or removed would have separate animation and graphics, allowing for 2 additional audio tracks, again without lip sync.

Audio tracks were encoded into the left and right channels of a stereo encoding; therefore, only monaural audio would be played from any given instance of a scene.

Almost all scenes in a game would have some information revealed that would contribute to solving the puzzle of obtaining the final goal of the game. Since Halcyon needed to keep track of first versus subsequent visits, a count of visits (up to a maximum of 15) would be used to trigger its speech synthesized hints and comments. One example from Thayer's Quest would be the direct instruction to take the right door when the wrong door (leading to instant death) was chosen more than once.

To break up the monotony of robotic speech, Halcyon was given prompt and response phrases that had markers that would include interchangeable words and phrases, along with the Player's name which it would include occasionally. "Enter your name on my keyboard" and "Please spell your name" would be two examples of phrases it would use to prompt the player.

Halcyon's game authoring method would easily accommodate playing Dragon's Lair, except for the restraint that speech recognition would take too long to process each move before the time allowed would expire, limiting it to keyboard-only use. This game's inclusion was not considered for this reason as well as license restrictions.

Each player's game record was represented in non-volatile memory as the set of items they had in their inventory, the visit counters of all possible nodes in the game (unvisited nodes having a count of zero), the scene toggle information (item used/taken/etc.), applicable timers (real-time events would suspend when games were saved), and their trained speech sampled data. To resume play, all one had to do was speak their name when asked to do so by Halcyon.

Related Research Articles

In communications and information processing, code is a system of rules to convert information—such as a letter, word, sound, image, or gesture—into another form, sometimes shortened or secret, for communication through a communication channel or storage in a storage medium. An early example is an invention of language, which enabled a person, through speech, to communicate what they thought, saw, heard, or felt to others. But speech limits the range of communication to the distance a voice can carry and limits the audience to those present when the speech is uttered. The invention of writing, which converted spoken language into visual symbols, extended the range of communication across space and time.

<span class="mw-page-title-main">Huffman coding</span> Technique to compress data

In computer science and information theory, a Huffman code is a particular type of optimal prefix code that is commonly used for lossless data compression. The process of finding or using such a code is Huffman coding, an algorithm developed by David A. Huffman while he was a Sc.D. student at MIT, and published in the 1952 paper "A Method for the Construction of Minimum-Redundancy Codes".

Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers. It is also known as automatic speech recognition (ASR), computer speech recognition or speech to text (STT). It incorporates knowledge and research in the computer science, linguistics and computer engineering fields. The reverse process is speech synthesis.

Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal language text into speech; other systems render symbolic linguistic representations like phonetic transcriptions into speech. The reverse process is speech recognition.

Speex is an audio compression codec specifically tuned for the reproduction of human speech and also a free software speech codec that may be used on voice over IP applications and podcasts. It is based on the code excited linear prediction speech coding algorithm. Its creators claim Speex to be free of any patent restrictions and it is licensed under the revised (3-clause) BSD license. It may be used with the Ogg container format or directly transmitted over UDP/RTP. It may also be used with the FLV container format.

Recall in memory refers to the mental process of retrieval of information from the past. Along with encoding and storage, it is one of the three core processes of memory. There are three main types of recall: free recall, cued recall and serial recall. Psychologists test these forms of recall as a way to study the memory processes of humans and animals. Two main theories of the process of recall are the two-stage theory and the theory of encoding specificity.

<span class="mw-page-title-main">LaserDisc</span> Optical analog video disc format

The LaserDisc (LD) is a home video format and the first commercial optical disc storage medium, initially licensed, sold and marketed as MCA DiscoVision in the United States in 1978. Its diameter typically spans 30 cm (12 in). Unlike most optical-disc standards, LaserDisc is not fully digital, and instead requires the use of analog video signals.

Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files to display action in the game. While many games feature FMVs as a way to present information during cutscenes, games that are primarily presented through FMVs are referred to as full-motion video games or interactive movies.

A graphical model or probabilistic graphical model (PGM) or structured probabilistic model is a probabilistic model for which a graph expresses the conditional dependence structure between random variables. They are commonly used in probability theory, statistics—particularly Bayesian statistics—and machine learning.

Semantic memory refers to general world knowledge that humans have accumulated throughout their lives. This general knowledge is intertwined in experience and dependent on culture. New concepts are learned by applying knowledge learned from things in the past.

<i>Space Ace</i> LaserDisc based videogame

Space Ace is a LaserDisc video game produced by Bluth Group, Cinematronics and Advanced Microcomputer Systems. It was unveiled in October 1983, just four months after the Dragon's Lair game, followed by a limited release in December 1983 and then a wide release in Spring 1984. Like its predecessor, it featured film-quality animation played back from a LaserDisc.

In cognitive psychology, chunking is a process by which small individual pieces of a set of information are bound together to create a meaningful whole later on in memory. The chunks, by which the information is grouped, are meant to improve short-term retention of the material, thus bypassing the limited capacity of working memory and allowing the working memory to be more efficient. A chunk is a collection of basic units that are strongly associated with one another, and have been grouped together and stored in a person's memory. These chunks can be retrieved easily due to their coherent grouping. It is believed that individuals create higher-order cognitive representations of the items within the chunk. The items are more easily remembered as a group than as the individual items themselves. These chunks can be highly subjective because they rely on an individual's perceptions and past experiences, which are linked to the information set. The size of the chunks generally ranges from two to six items but often differs based on language and culture.

RDI Video Systems was a video game company founded by Rick Dyer originally as Advanced Microcomputer Systems, and was well known for its Laserdisc video games, beginning with the immensely popular Dragon's Lair. The company went bankrupt shortly after releasing the Halcyon gaming console.

An interactive film is a video game or other interactive media that has characteristics of a cinematic film. In the video game industry, the term refers to a movie game, a video game that presents its gameplay in a cinematic, scripted manner, often through the use of full-motion video of either animated or live-action footage.

<i>Thayers Quest</i> 1984 video game

Thayer's Quest is a LaserDisc video game initially developed by RDI Video Systems in 1984 for their unreleased Halcyon console, and later released in arcades as a conversion kit for Dragon's Lair and Space Ace. In 1995 it was ported to home consoles and PC under the title Kingdom: The Far Reaches. The arcade machine had a membrane keypad for controls instead of a joystick. To help players learn the daunting—for an arcade game—controls, a small holder containing instructional leaflets was attached to the cabinet. A sequel, Kingdom II: Shadoan, was released in 1996.

Statistical machine translation (SMT) was a machine translation approach, that superseded the previous, rule-based approach because it required explicit description of each and every linguistic rule, which was costly, and which often did not generalize to other languages. Since 2003, the statistical approach itself has been gradually superseded by the deep learning-based neural network approach.

<span class="mw-page-title-main">Intellivoice</span> Voice synthesizer adapter for the Intellivision video game system

The Intellivoice Voice Synthesis Module, commonly abbreviated as Intellivoice, is an adapter for the Intellivision, Mattel's home video game console, that utilizes a voice synthesizer to generate audible speech. The Intellivoice is a large, brown cartridge that plugs into the Intellivision's side-mounted cartridge slot; games specifically designed for the device can then be inserted into a slot provided on the right-hand side of the module.

<span class="mw-page-title-main">Votrax</span> Defunct speech synthesis company

Votrax International, Inc., or just Votrax, was a speech synthesis company located in the Detroit, Michigan area from 1971 to 1996. It began as a division of Federal Screw Works from 1971 to 1973. In 1974, it was given the Votrax name and moved to Troy, Michigan and, in 1980, split off of its parent company entirely and became Votrax International, Inc., which produced speech products up until 1984.

<span class="mw-page-title-main">Quick time event</span> Gameplay element

In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead.

<span class="mw-page-title-main">LV-ROM</span> LaserDisc-based format designed for the simultaneous storage of analog video and computer software

LV-ROM is an optical disc format developed by Philips Electronics to integrate analog video and computer software for interactive multimedia. The LV-ROM is a specialized variation of the CAV Laserdisc. LV-ROM is an initialism for "LaserVision Read-Only Memory".

References

  1. Kinder, Jeff; Hallock, Dave. "Halcyon Interactive Laserdisc System". Dragon's Lair Project. Retrieved 15 March 2015.
  2. 98PaceCar. "RDI Halcyon". Video Game Console Library. Retrieved 15 March 2015.{{cite web}}: CS1 maint: numeric names: authors list (link)
  3. Oakley, Mark (April 2, 2015). "ON TRIAL". Micro Mart. No. 1356.
  4. Sauer, Mark (June 2, 1984). "Laser game's creator beams". The San Diego Union.
  5. Allison, Fraser; Carter, Marcus; Gibbs, Martin (March 2020). "Word Play: A History of Voice Interaction in Digital Games". Games and Culture. 15 (2): 91–113. doi:10.1177/1555412017746305. hdl: 11343/282434 . S2CID   148780241.
  6. La Brecque, Eric. "Technician of Suspended Disbelief: Rick Dyer interview" . Retrieved 7 April 2018.
  7. "After the prototype PlayStation: six more obscure games consoles". the Guardian. 7 July 2015. Retrieved 19 March 2022.
  8. Takiff, Jonathan (October 22, 1984). "Videodiscs phasing out; Laserdisc picture bright". Philadelphia Daily News .