California Games | |
---|---|
Developer(s) | Epyx Westwood Associates (Amiga) Rare (NES) Novotrade (Genesis) |
Publisher(s) | Epyx U.S. Gold (EU) Atari Corporation (Lynx) |
Designer(s) | Chuck Sommerville Ken Nicholson Kevin Norman Kevin Furry Jon Leupp |
Artist(s) | Jenny Martin Susan Greene Sheryl Knowles Paul Vernon |
Composer(s) | Chris Grigg Gil Freeman David Wise (NES) |
Platform(s) | Apple II, Amiga, Amstrad CPC, Apple IIGS, Atari 2600, Lynx, Atari ST, Commodore 64, MS-DOS, Master System, MSX, NES, Genesis, ZX Spectrum |
Release | 1987 |
Genre(s) | Sports |
Mode(s) | Single-player, multiplayer |
California Games is a sports video game released by Epyx for the Apple II and Commodore 64 in 1987. Branching from their Summer Games and Winter Games series, this game is a collection of outdoor sports purportedly popular in California. It ported to other home computers and video game consoles and was the pack-in game for the Atari Lynx when that system launched in 1989. The game was successful and spawned a sequel, California Games II .
The events vary slightly per platform, but include Half-pipe, Footbag, Surfing (starring Rippin' Rick), [1] Roller skating, BMX, and Flying disc.
Several members of the development team moved on to other projects. Chuck Sommerville, the designer of the half-pipe game in California Games, later developed the game Chip's Challenge , while Ken Nicholson, the designer of the footbag game, was the inventor of the technology used in Microsoft's DirectX. Kevin Norman, the designer of the BMX game, went on to found the educational science software company Norman & Globus, makers of the ElectroWiz series of products.
The sound design for the original version of California Games was done by Chris Grigg, member of the band Negativland.[ citation needed ]
Originally written for the Apple II and Commodore 64, it was eventually ported to Amiga, Apple IIGS, Atari 2600, Atari ST, MS-DOS, Genesis, Amstrad CPC, ZX Spectrum, Nintendo Entertainment System, MSX and Master System. The Atari Lynx version was the pack-in game for the system when it was launched in June 1989. An Atari XE version was planned and contracted out by Atari Corp. to Epyx in 1988 but no code was delivered by the publication deadline. [2]
Publication | Score | ||||
---|---|---|---|---|---|
Atari 2600 | C64 | Master System | Sega Genesis | ZX | |
ACE | 930/1000 [3] | ||||
Crash | 36% [4] | ||||
Computer and Video Games | 82% [5] | 37/40 [6] | 95% [5] 94% [7] | ||
Dragon | [8] | ||||
Sinclair User | 8/10 [9] | ||||
The Games Machine (UK) | 92% [10] | ||||
Your Sinclair | 7/10 [11] | ||||
Zzap!64 | 97% [12] | ||||
Console XS | 83% [13] | ||||
MicroHobby [ es ] (ES) | [14] | ||||
Mega | 60% [15] | ||||
MegaTech | 80% [16] |
Publication | Award |
---|---|
Zzap!64 | Gold Medal |
California Games was a commercial blockbuster. [17] With more than 300,000 copies sold in the first nine months, it was the most-successful Epyx game, outselling each of the four previous and two subsequent titles in the company's "Games" series. [18] [19] CEO Dave Morse said that it was the first Epyx game to appeal equally to boys and girls during playtesting. [20] The game topped 500,000 units sold by 1989, at which time Video Games & Computer Entertainment reported that sales were "still mounting". [17]
Computer Gaming World recommended the game, calling it fun. [21] Compute! called California Games "both inventive and charming". [22] In a capsule review for STart , Clayton Walnum said California Games "isn't a bad package, especially since it comes free with the Lynx". He found the BMX and surfing events great fun but deemed the skateboarding event frustrating and said the foot-bag event is pleasant but quickly wears thin. [23]
In 1996, Next Generation listed the "Games" series collectively as number 89 on its "Top 100 Games of All Time". The magazine stated that though the games had great graphics for their time, their most defining qualities were their competitive multiplayer modes and "level of control that has yet to be equaled". [24] In 2004, the Atari Lynx version of California Games was inducted into GameSpot's list of the greatest games of all time. [25]
The game was followed in 1990 by California Games II , but the sequel failed to match the original's success.
A California Games television series was considered in the late 1980s as part of the Super Mario Bros. Power Hour, a one-hour animation block of Nintendo focused video game adaptations. Concept art was produced for the project by DIC Animation City. Only the Mario and Zelda segments for the block were ultimately produced, airing in 1989 as part of The Super Mario Bros. Super Show! . [26]
The game was released for mobile phones in the Java format, and current rights holders System 3 CEO Mark Cale has stated that the game will be available in future as both a retail product and an online product for the PlayStation 3, Wii and Nintendo DS. [27] The Commodore 64 version was released for the Wii's Virtual Console service in Europe on April 11, 2008, and in North America on July 6, 2009. [28]
The Atari Lynx is a 16-bit fourth-generation hand-held game console released by Atari Corporation in September 1989 in North America and 1990 in Europe and Japan. It was the first handheld game console with a color liquid-crystal display. Powered by a 4 MHz 65C02 8-bit CPU and a custom 16-bit blitter, the Lynx was more advanced than Nintendo's monochrome Game Boy, released two months earlier. It also competed with Sega's Game Gear and NEC's TurboExpress, released the following year.
The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console was the Magnavox Odyssey, and the first arcade video games were Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.
This is a list of all video game lists, sorted by varying classifications.
In the history of video games, the fourth generation of video game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine. Though NEC released the first console of this era, sales were mostly dominated by the rivalry between Sega and Nintendo across most markets: the Sega Mega Drive and the Super Nintendo. Cartridge-based handheld game consoles became prominent during this time, such as the Nintendo Game Boy, Atari Lynx, Sega Game Gear and TurboExpress.
In the history of video games, the third generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer and Sega's SG-1000. When the Famicom was released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo and the Milton Bradley Microvision that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.
Epyx, Inc. was a video game developer and video game publisher active in the late 1970s and 1980s. The company was founded as Automated Simulations by Jim Connelley and Jon Freeman, originally using Epyx as a brand name for action-oriented games before renaming the company to match in 1983. Epyx published a long series of games through the 1980s. The company is currently owned by Bridgestone Multimedia Group Global.
Paperboy is an action game developed and published by Atari Games and released as an arcade video game in 1985. The player takes the role of a paperboy who delivers a fictional newspaper called The Daily Sun along a street on his bicycle. The arcade version of the game featured bike handlebars as the controller.
The history of video game consoles, both home and handheld, began in the 1970s. The first console that played games on a television set was the 1972 Magnavox Odyssey, first conceived by Ralph H. Baer in 1966. Handheld consoles originated from electro-mechanical games that used mechanical controls and light-emitting diodes (LED) as visual indicators. Handheld electronic games had replaced the mechanical controls with electronic and digital components, and with the introduction of Liquid-crystal display (LCD) to create video-like screens with programmable pixels, systems like the Microvision and the Game & Watch became the first handheld video game consoles.
Blue Lightning is a 1989 combat flight simulation video game developed by Epyx and published by Atari Corporation in North America and Europe for the Atari Lynx. It was also released in Japan on December 1 of the same year, where it was instead distributed by Mumin Corporation. It was one of the launch titles that were released along with the system in North America and was jointly written by Stephen Landrum, lead programmer Brian Bowhay, who also developed the Lynx hardware and Chip's Challenge creator Chuck Sommerville.
1989 saw many sequels and prequels in video games, such as Phantasy Star II, Super Mario Land, Super Monaco GP, along with new titles such as Big Run, Bonk's Adventure, Final Fight, Golden Axe, Strider, Hard Drivin' and Teenage Mutant Ninja Turtles. The year also saw the release of the Sega Genesis and TurboGrafx-16 in North America, and the Game Boy worldwide along with Tetris and Super Mario Land.
1986 saw many sequels and prequels in video games, such as Super Mario Bros. 2, along with new titles such as Arkanoid, Bubble Bobble, Castlevania, Dragon Quest, Ikari Warriors, The Legend of Zelda, Metroid, Out Run and R.B.I. Baseball. The year's highest-grossing arcade video games were Hang-On in Japan, Hang-On and Gauntlet in the United States, and Nemesis (Gradius) in London. The year's best‑selling home system was the Nintendo Entertainment System (Famicom) for the third year in a row, while the year's best-selling home video games in Western markets were Super Mario Bros. in the United States and Yie Ar Kung-Fu in the United Kingdom.
1985 saw many sequels and prequels in video games, such as Super Mario Bros. and Kung Fu, along with new titles such as Commando, Duck Hunt, Gauntlet, Ghosts 'n Goblins, Gradius, Hang-On, Space Harrier, Tetris and The Way of the Exploding Fist. The year's highest-grossing arcade video games were Hang-On and Karate Champ in the United States, and Commando in the United Kingdom. The year's best‑selling home system was the Nintendo Entertainment System (Famicom) for a consecutive year, while the year's best‑selling home video game was Super Mario Bros.
Impossible Mission is a video game written for the Commodore 64 by Dennis Caswell and published by Epyx in 1984. The game features a variety of gameplay mechanics from platform and adventure games, and includes digitized speech. Impossible Mission, which casts the player in the role of a secret agent infiltrating an enemy stronghold, is considered one of the best games for several platforms.
The history of the Nintendo Entertainment System (NES) spans the 1982 development of the Family Computer, to the 1985 launch of the NES, to Nintendo's rise to global dominance based upon this platform throughout the late 1980s. The Family Computer or Famicom was developed in 1982 and launched in 1983 in Japan. Following the North American video game crash of 1983, the Famicom was adapted into the NES which was launched in North America in 1985. Transitioning the company from its arcade game history into this combined global 8-bit home video game console platform, the Famicom and NES continued to aggressively compete with next-generation 16-bit consoles, including the Sega Genesis. The platform was succeeded by the Super Famicom in 1990 and the Super Nintendo Entertainment System in 1991, but its support and production continued until 1995. Interest in the NES has been renewed by collectors and emulators, including Nintendo's own Virtual Console platform.
Summer Games II is an Olympic sports video game developed and published by Epyx in North America, and published by U.S. Gold in Europe, based on sports featured in the Summer Olympic Games. It is a sequel to Summer Games released by Epyx the previous year. Summer Games II was originally written for the Commodore 64 and ported to the Apple II, Atari ST, MS-DOS, ZX Spectrum, Amstrad CPC and Amiga.
Electrocop is a 1989 action video game developed by Epyx and published by Atari Corporation in North America and Europe for the Atari Lynx. It was released in Japan on November 25 of the same year, where it was distributed by Mumin Corporation. One of the first games written for the platform, it was among the launch titles that were released along with the system in North America.
The 1980s was the second decade in the industry's history. It was a decade of highs and lows for video games. The decade began amidst a boom in the arcade video game business with the golden age of arcade video games, the Atari 2600's dominance of the home console market during the second generation of video game consoles, and the rising influence of home computers. However, an oversatuation of low quality games led to an implosion of the video game market that nearly destroyed the industry in North America. Most investors believed video games to be a fad that had since passed, up until Nintendo's success with its Nintendo Entertainment System revived interest in game consoles and led to a recovery of the home video game industry. In the remaining years of the decade, Sega ignites a console war with Nintendo, developers that had been affected by the crash experimented with PC games, and Nintendo released the Game Boy, which would become the best-selling handheld gaming device for the next two decades. Other consoles released in the decade included the Intellivision, ColecoVision, TurboGrafx-16 and Sega Genesis.
In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.
{{cite web}}
: CS1 maint: archived copy as title (link)