This article has multiple issues. Please help improve it or discuss these issues on the talk page . (Learn how and when to remove these messages)
|
A loading screen is a screen shown by a computer program, very often a video game, while the program is loading (moving program data from the disk to RAM) or initializing.
In early video games, the loading screen was also a chance for graphic artists to be creative without the technical limitations often required for the in-game graphics. [1] Drawing utilities were also limited during this period. Melbourne Draw, one of the few 8-bit screen utilities with a zoom function, was one program of choice for artists. [2]
While loading screens remain commonplace in video games, background loading is now used in many games, especially open world titles, to eliminate loading screens while traversing normally through the game, making them appear only when "teleporting" further than the load distance (e.g. using warps or fast travel) or moving faster than the game can load.
Loading screens that disguise the length of time a program takes to load were common when computer games were loaded from a cassette tape, a process which could take five minutes or more. [1] Nowadays, most games are downloaded digitally, and therefore loaded off the hard drive meaning faster load times. However, some games are also loaded off of an optical disc, quicker than previous magnetic media, but still include loading screens to disguise the amount of time taken to initialize the game in RAM.
Since the loading screen data itself needs to be read from the media, it actually can increase the overall loading time. For example, with a ZX Spectrum game, the screen data takes up 6 kilobytes, representing an increase in loading time of about 13% over the same game without a loading screen. [1] Recently, however, more powerful hardware has significantly diminished this effect.
The loading screen does not need to be a static picture. Some loading screens display a progress bar or a timer countdown to show how much data has actually loaded. Others, recently, are not even a picture at all, and are a small video or have parts animated in real time.
Variations such as the progress bar are sometimes programmed to inaccurately reflect the passage of time or extended during loading; opting instead for artificial pauses or stutters. This can be done in games for a multitude of reasons which includes encouraging players to engage with exposition during time away from gameplay and providing the player with an immersive transition between scenes. One notable example of this practice being used is for the real-time strategy game Age of Empires, where programmer Greg Street describes his method of timing visual loading queues with appropriate script queues when loading a randomly generated map. [3] [4] Other developers describe the necessity of an artificial loading timer despite technical advancement making modern loading times near-instantaneous to allow the player a smooth transition between gameplay segments. [3] This technique has grounds in the perceived perception of performance denoted by loading times. This perception of loading times can be altered by factors such as the movement of a progress bar. [5]
Other loading screens double as briefing screens, providing the user with information to read. This information may only be there for storytelling and/or entertainment or it can give the user information that is usable when the loading is complete, such as mission goals or useful gameplay tips. In fighting games, the loading screen is often a versus screen, which shows the fighters who will take part in the match.
Some games have even included minigames in their loading screen, notably the 1983 Skyline Attack for the Commodore 64 and Joe Blade 2 on the ZX Spectrum. One well-known loader game was Invade-a-Load. Another example is "the shop keepers quiz" in Dota 2 which was more of a game finding screen rather than loading screen.
Namco has used playable mini-games during loading screens. Examples include variations of their old arcade games like Galaxian or Rally-X as loading screens when first booting up many of their early PlayStation releases. Even many years later, their PlayStation 2 games, like Tekken 5 , still used the games to keep people busy while the game initially boots up. Despite the Invade-a-Load prior art, Namco filed a patent in 1995 [6] that prevented other companies from having playable mini-games on their loading screens, which expired in 2015. [7] [8] [9] [10] [11] [12] EA Sports games have "warm up" sessions. For example, FIFA 11 has the player shooting free-kicks solo and NBA Live 10 has 2-player shootouts, while the game loads. NBA Live 08 features a 4-player general knowledge quiz. The PlayStation 3 and Xbox 360 versions of THQ's MX vs. ATV: Untamed lets the player partake in a free-ride session on the test course.
Some games like a number of Call of Duty titles have cutscenes that give an introduction to the level while the game loads in the background. Normally, when the level is completely loaded, the remaining portion of the cutscene may be skipped. The video may not necessarily apply to what is happening in the level, as Red Faction: Guerrilla sometimes shows news reports foreshadowing events that will become important later on, or give tidbits about the game's universe.
On the Commodore 64, tape loading screens would often have music in the form of a chiptune making use of the machine's advanced SID sound chip.
Pac-Man, originally called Puck Man in Japan, is a 1980 maze video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue, allowing Pac-Man to eat them for bonus points.
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games.
Wonder Boy in Monster Land, known by its original arcade release as Wonder Boy: Monster Land, is a platform video game developed by Westone Bit Entertainment and released by Sega in Japanese arcades in 1987 and for the Master System in 1988, with a number of other home computer and console ports following. The game is the sequel to the 1986 game Wonder Boy and takes place eleven years after the events in the previous game. After enjoying over a decade of peace on Wonder Land following the defeat of the evil King by Tom-Tom, later bestowed the title "Wonder Boy", a fire-breathing dragon called the MEKA dragon appeared; he and his minions conquered Wonder Land, turning it into "Monster Land". The people, helpless due to their lack of fighting skill, call for Wonder Boy, now a teenager, to destroy the monsters and defeat the MEKA dragon. Players control Wonder Boy through twelve linear levels as he makes his way through Monster Land to find and defeat the MEKA dragon. Players earn gold by defeating enemies and buy weapons, armor, footwear, magic, and other items to help along the way.
Galaxian is a 1979 fixed shooter arcade video game developed and published by Namco. The player assumes control of the Galaxip starfighter in its mission to protect Earth from waves of aliens. Gameplay involves destroying each formation of aliens, who dive down towards the player in an attempt to hit them.
Dig Dug is a maze arcade video game released by Namco in 1982. It was distributed in North America by Atari, Inc. The player digs underground tunnels to attack enemies in each level, by either inflating them to bursting or crushing them underneath rocks.
Katamari Damacy is a third-person puzzle-action video game developed and published by Namco for the PlayStation 2. It was released in Japan in March 2004 and later in North America in September. Designer Keita Takahashi struggled to pitch the game to Namco's superiors, eventually seeking student aid from the Namco Digital Hollywood Game Laboratory to develop the project for less than US$ 1 million. As director, Takahashi emphasized concepts of novelty, ease of understanding, and enjoyment.
Professor Pac-Man is a quiz arcade video game that was produced by Bally Midway and released in August 1983. It is the seventh title in the Pac-Man series of games. It is also the last of only seven games from Bally Midway Manufacturing to run on their Midway Astrocade hardware. Only 400 cabinets were made; many of these were returned to the manufacturer and converted to Pac-Land cabinets.
In video gaming, the HUD or status bar is the method by which information is visually relayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft.
In video games, a level is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high.
A video game clone is either a video game or a video game console very similar to, or heavily inspired by, a previous popular game or console. Clones are typically made to take financial advantage of the popularity of the cloned game or system, but clones may also result from earnest attempts to create homages or expand on game mechanics from the original game. An additional motivation unique to the medium of games as software with limited compatibility, is the desire to port a simulacrum of a game to platforms that the original is unavailable for or unsatisfactorily implemented on.
Xenosaga I & II is a 2006 role-playing video game co-developed by Monolith Soft and Tom Create, and published by Namco for the Nintendo DS. A spin-off of the Xenosaga trilogy and forming part of the Xeno metaseries, Xenosaga I & II retells the events of Xenosaga Episode I and Xenosaga Episode II while expanding on its characters and narrative. Displayed from an angled two-dimensional perspective, Xenosaga I & II makes use of a turn-based battle system with elements carried over from the main Xenosaga games.
A fast loader is a software program for a home computer, such as the Commodore 64 or ZX Spectrum, that accelerates the speed of file loading from floppy disk or compact cassette.
Dragon Spirit is a 1987 vertical-scrolling shooter arcade game developed and published by Namco. In North America, it was distributed by Atari Games. Controlling the dragon Amur, the player must complete each of the game's nine areas to rescue the princess Alicia from the demon Zawell. Similar to Namco's own Xevious, Amur has a projectile weapon for destroying air-based enemies and a bomb for destroying ground enemies. It ran on the Namco System 1 arcade board.
Valkyrie no Densetsu is a 1989 action-adventure role-playing arcade game developed and published in Japan by Namco. It is a follow-up to the Family Computer game Valkyrie no Bōken (1986). Players control the warrior maiden Valkyrie and her lizard-like companion Kurino Xandra as they set out to drop a mythical item called the Golden Seed into the Northern Fountain to replenish the dying crop fields of Xandra Land. Gameplay involves defeating enemies and collecting gold to purchase magical spells and weapons in shops.
Ridge Racer is a 1993 racing video game developed and published by Namco, and the first title in what would become the Ridge Racer series. It was released initially on the Namco System 22 arcade system board and ported to the PlayStation home console in 1994. Ridge Racer was notable for being the first arcade video game with 3D texture-mapped graphics, with its System 22 hardware capable of texture mapping and Gouraud shading.
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.
In video games, an open world is a virtual world in which the player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include The Legend of Zelda (1986), Grand Theft Auto V (2013) and Minecraft (2011).
Mini Metro is a puzzle strategy video game developed by New Zealand indie development team Dinosaur Polo Club. Players are tasked with constructing an efficient rail transit network for a rapidly growing city. The game's visual style makes use of bold colours and simple geometry to replicate the appearance of modern transit maps. The game uses a procedural audio system to generate sounds based on the player actions and transit network, with inspiration from works of minimal music.
Mr. Driller 2 is a puzzle video game developed and published by Namco, and the second game in the Mr. Driller series. It was released for the arcades in 2000, and was ported to the Game Boy Advance and Windows in 2001, and is available in emulated form via the Virtual Console on the Wii U. The game introduces two new characters to the series, Puchi, and Anna.
A cutscene or event scene is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events.