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Non-games are a class of software on the border between video games and toys. The term "non-game game" was coined by late Nintendo president Satoru Iwata, who describes it as "a form of entertainment that really doesn't have a winner, or even a real conclusion". [1] [ failed verification ] Will Wright had previously used the term "software toy" for the same purpose. [2] [ better source needed ] The main difference between non-games and traditional video games is the lack of structured goals, objectives, and challenges. [3] This allows the player a greater degree of self-expression through freeform play, since they can set up their own goals to achieve. Some genres that have been considered non-games include language-learning software, digital tabletop games, puzzle games, simulation games, and art games.
Non-games have existed since the early days of video games, although there hasn't been a specific term for them. One of the first is Atari Inc.’s 1977 Surround , a two-player snake game for the Atari VCS, which contains a free-form drawing mode called "Video Graffiti." Later examples which were sold as games but present a less structured experience are Alien Garden (Epyx, 1982), Moondust (Creative Software, 1983), Worms? (one of the 1983 launch titles from Electronic Arts), I, Robot (Atari, 1983) which contains an "ungame mode" called "Doodle City," and Jeff Minter's Psychedelia (Llamasoft, 1984), which is an interactive light synthesizer.
Bill Budge's Pinball Construction Set (Electronic Arts, 1983) popularized software where building something is more entertaining than playing the finished product. To a lesser extent, some games became construction sets through the inclusion of level editors, like Doug Smith's Lode Runner (Broderbund, 1983), Ron Rosen's Mr. Robot and His Robot Factory (Datamost, 1983), and John Anderson's Rally Speedway (Adventure International, 1983). Other more proper construction sets followed, such as EA's Adventure Construction Set (1984) and Racing Destruction Set (1985).
In January 1984, Joel Gluck presented a simple toy called Bounce in his game design column in ANALOG Computing . [4] Bounce lets users draw low-resolution lines, then release a block that leaves a trail as it moves across the screen, making patterns as it reflects off of obstacles (other than its own trail). The program is specifically designed not to have goals or scorekeeping, other than what's in the user's head. Bounce was revisited several times in ANALOG, including a version which allows multiple active blocks at once. [5]
The 1989 simulation game SimCity was called a software toy by its creator Will Wright, since there is no ultimate objective in the main game; scenarios with objectives exist in some incarnations of the game, such as SimCity 2000 , but these are not the focus. [6]
Non-games have been particularly successful on the Nintendo DS and Wii, where a broad range of Japanese titles have appealed to a growing number of casual gamers. [7] [8] Types of non-games included language-learning software for English and Japanese (including one for the memorization of kanji), Go-learning games, puzzle games, and cooking games. [8]
The Atari 5200 SuperSystem or simply Atari 5200 is a home video game console introduced in 1982 by Atari, Inc. as a higher-end complement for the popular Atari Video Computer System. The VCS was renamed to Atari 2600 at the time of the 5200's launch. Created to compete with Mattel's Intellivision, the 5200 wound up a direct competitor of ColecoVision shortly after its release. While the Coleco system shipped with the first home version of Nintendo's Donkey Kong, the 5200 included the 1978 arcade game Super Breakout, which had already appeared on previous Atari home platforms.
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.
The Atari 8-bit computers, formally launched as the Atari Home Computer System, are a series of home computers introduced by Atari, Inc., in 1979 with the Atari 400 and Atari 800. The architecture is designed around the 8-bit MOS Technology 6502 CPU and three custom coprocessors which provide support for sprites, smooth multidirectional scrolling, four channels of audio, and other features. The graphics and sound are more advanced than most of its contemporaries, and video games are a key part of the software library. The 1980 first-person space combat simulator Star Raiders is considered the platform's killer app.
The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality. Waning interest in console games in favor of personal computers also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985. The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade video game market also weakened as the golden age of arcade video games came to an end.
Zaxxon is a scrolling shooter developed and released by Sega as an arcade video game in 1982. The player pilots a ship through heavily defended space fortresses. Japanese electronics company Ikegami Tsushinki was also involved in the game's development.
Pinball Construction Set is a video game by Bill Budge written for the Apple II. It was originally published in 1982 through Budge's own company, BudgeCo, then was released by Electronic Arts in 1983 along with ports to the Atari 8-bit computers and Commodore 64.
The Atari XE Video Game System is an industrial redesign of the Atari 65XE home computer and the final model in the Atari 8-bit computer series. It was released by Atari Corporation in 1987 and marketed as a home video game console alongside the Nintendo Entertainment System, Sega's Master System, and Atari's own Atari 7800. The XEGS is compatible with existing Atari 8-bit computer hardware and software. Without keyboard, the system operates as a stand-alone game console. With the keyboard, it boots identically to the Atari XE computers. Atari packaged the XEGS as a basic set consisting of only the console and joystick, and as a deluxe set consisting of the console, keyboard, CX40 joystick, and XG-1 light gun.
R.O.B. is a toy robot accessory for the Nintendo Entertainment System (NES). It was key to the NES's launch in October 1985, as a redesign of the Family Computer Robot which had been launched in July 1985 in Japan for Famicom. Its short lifespan yielded only two games in the Robot Series: Gyromite and Stack-Up.
Miner 2049er is a 1982 platformer game developed and published by Big Five Software in December 1982. It is set in a mine, where the player controls the Mountie Bounty Bob. The player controls Bounty Bob through multiple levels of a mine, with the goal of traversing all of the platforms in each level all while avoiding enemies and within a set amount of time.
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.
Qix is a 1981 puzzle video game developed by husband and wife team Randy and Sandy Pfeiffer and published in arcades by Taito America. Qix is one of a handful of games made by Taito's American division. At the start of each level, the playing field is a large, empty rectangle, containing the Qix, an abstract stick-like entity that performs graceful but unpredictable motions within the confines of the rectangle. The objective is to draw lines that close off parts of the rectangle to fill in a set amount of the playfield.
Donkey Kong is a 1981 arcade video game developed and published by Nintendo. As Mario,(known at the time as "Jumpman") the player runs and jumps on platforms and climbs ladders to ascend a construction site and rescue Pauline from a giant gorilla, Donkey Kong. It is the first game in the Donkey Kong series and Mario's first appearance in a video game.
A D-pad, known as a +Control Pad in Nintendo terminology, is a flat, typically thumb-operated, directional controller. D-pads are found on nearly all modern gamepads, handheld game consoles, and audiovisual device remote controls. Because they operate using four internal push-buttons, the vast majority of D-pads provide discrete, rather than continuous, directional options—typically limited to up, down, left, and right, and sometimes offering intermediate diagonals by means of two-button combinations.
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.
1984 saw many sequels and prequels along with new titles such as 1942, Boulder Dash, Cobra Command, Jet Set Willy, Karate Champ, Kung-Fu Master, Yie Ar Kung-Fu and Punch-Out!! The year's highest-grossing arcade video games were Pole Position in the United States, for the second year in a row, and Track & Field in the United Kingdom. The year's best-selling home system was Nintendo's Family Computer (Famicom), which was only sold in Japan at the time.
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.
In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.
The Nintendo Entertainment System (NES) is an 8-bit home video game console produced by Nintendo. It was first released in Japan on July 15, 1983, as the Family Computer (Famicom). It was released in US test markets as the redesigned NES in October 1985, and fully launched in the US the following year. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.
Tom Hudson is an American programmer best known for co-creating the 3D modeling and animation package 3D Studio as well as creating its precursor, CAD-3D for the Atari ST.