Video game accessory

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A video game accessory is a distinct piece of hardware that is required to use a video game console, or one that enriches the video game's play experience. Essentially, video game accessories are everything except the console itself, such as controllers, memory, power adapters (AC), and audio/visual cables. Most video game consoles come with the accessories required to play games out of the box (minus software): one A/V cable, one AC cable, and a controller. Memory is usually the most required accessory outside of these, as game data cannot be saved to compact discs. The companies that manufacture video game consoles also make these accessories for replacement purposes (AC cords and A/V cables) as well as improving the overall experience (extra controllers for more players, or unique devices like light guns and dance pads). There is an entire industry of companies that create accessories for consoles as well, called third-party companies. The prices are often lower than those made by the maker of the console (first-party). This is usually achieved by avoiding licensing or using cheaper materials. For the mobile systems like the PlayStation Portable and Game Boy iterations, there are many accessories to make them more usable in mobile environments, such as mobile chargers, lighting to improve visibility, and cases to both protect and help organize the collection of system peripherals to. Newer accessories include many home-made things like mod chips to bypass manufacturing protection or homemade software.

A video game console is a computer device that outputs a video signal or visual image to display a video game that one or more people can play.

Game controller Device used with games or entertainment systems

A game controller, or simply controller, is an input device used with video games or entertainment systems to provide input to a video game, typically to control an object or character in the game. Before the seventh generation of video game consoles, plugging in a controller into one of a console's controller ports were the primary means of using a game controller, although since then they have been replaced by wireless controllers, which do not require controller ports on the console but are battery-powered. USB game controllers could also be connected to a computer with a USB port. Input devices that have been classified as game controllers include keyboards, mouses, gamepads, joysticks, etc. Special purpose devices, such as steering wheels for driving games and light guns for shooting games, are also game controllers.

Memory information stored in the mind, or the mental processes involved in receiving, storing, and retrieving this information

Memory is the faculty of the brain by which information is encoded, stored, and retrieved when needed.

Contents

Accessory types

Game controllers

The most common accessory for video game consoles are the controllers used to play the games. The controllers have evolved since the day of Pong and the spinner. Now there are direction controls as well as many types of other inputs.

<i>Pong</i> early video game

Pong is one of the earliest arcade video games. It is a table tennis sports game featuring simple two-dimensional graphics. The game was originally manufactured by Atari, which released it in 1972. Allan Alcorn created Pong as a training exercise assigned to him by Atari co-founder Nolan Bushnell. Bushnell based the idea on an electronic ping-pong game included in the Magnavox Odyssey; Magnavox later sued Atari for patent infringement. Bushnell and Atari co-founder Ted Dabney were surprised by the quality of Alcorn's work and decided to manufacture the game.

One type of directional control is the directional pad or D-Pad. [1] The D-Pad is designed to look like an addition sign with each branch being one of the four cardinal directions; left, right, up, and down. It has been around since the original Nintendo Entertainment System, and has been in every Nintendo system since. Another feature in the recent console controllers are the analog sticks, used for 360ْ directional control. Often used for camera angle control, the idea is to give the player full control by allowing any direction to be used. The analog controls made their first appearance in the 1970s consoles under the name joystick; they made a reappearance in console systems with the Nintendo 64. [2] Analog sticks have been used in every modern console since. There is no analog stick on the Wii Remote, but it is present on the Nunchuk attachment bundled with the Wii console. The most recent development in directional controls is free motion control. Using accelerometers in the Wii Remote and Nunchuk, acceleration in any direction can be detected and measured. [3] This is still a new type of control scheme and is fully taken advantage of in the Wii as well as the PlayStation 3's SIXAXIS controller, and PlayStation Move controller that has tilt detection. [4]

D-pad Thumb-operated video game control

A D-pad is a flat, usually thumb-operated four-way directional control with one button on each point, found on nearly all modern video game console gamepads, game controllers, on the remote control units of some television and DVD players, and smart phones. Like early video game joysticks, the vast majority of D-pads are digital; in other words, only the directions provided on the D-pad buttons can be used, with no intermediate values. However, combinations of two directions do provide diagonals and many modern D-pads can be used to provide eight-directional input if appropriate.

Nintendo Entertainment System 8-bit home video game console released by Nintendo in 1983

The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and manufactured by Nintendo. It is a remodeled export version of the company's Family Computer (FC) platform in Japan, commonly known as the Famicom, which was launched on July 15, 1983. The NES was launched in the test markets of New York City and Los Angeles in 1985, with a full launch in the rest of North America and parts of Europe in 1986, followed by Australia and other European countries in 1987. Brazil saw only unlicensed clones until the official local release in 1993. In South Korea, it was packaged as the Hyundai Comboy and distributed by Hyundai Electronics which is now SK Hynix; the Comboy was released in 1989.

Nintendo 64 1996 video game console

The Nintendo 64 (N64 for short, model number: NUS), stylized as NINTENDO64, is a home video game console developed and marketed by Nintendo. Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It was the last major home console to use the cartridge as its primary storage format until the Nintendo Switch in 2017. The Nintendo 64 was discontinued in mid-2002 following the launch of its successor, the GameCube, in 2001.

While directional controls are one important part of controllers there are also general inputs, usually in the form of buttons either on the front or on the tope edges (shoulders) of the controller. [5] These buttons are simply designed usually labeled either by some color, shape, or letter identification. The buttons can be used for simplistic one action ideas like jumping or performing some kind of generic mêlée attack, but they can also be used to string together combinations of maneuvers like a martial artist's attacks. In systems beginning with the Super Nintendo, buttons on the shoulders of the controller have become commonplace. In the case of the Xbox series of systems (and Sega Dreamcast), the shoulder buttons are shaped and used more like a gun trigger.

Super Nintendo Entertainment System home video game console developed by Nintendo and first released in 1990 in Japan

The Super Nintendo Entertainment System (SNES), also known as the Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom (SFC). In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another.

Xbox (console) 2000 video game console by Microsoft

The Xbox is a home video game console and the first installment in the Xbox series of consoles manufactured by Microsoft. It was released as Microsoft's first foray into the gaming console market on November 15, 2001, in North America, followed by Australia, Europe and Japan in 2002. It is classified as a sixth generation console, competing with Sony's PlayStation 2 and Nintendo's GameCube. It was also the first console produced by an American company since the Atari Jaguar ceased production in 1996.

Sega Japanese video game developer and publisher and subsidiary of Sega Sammy Holdings

Sega Games Co., Ltd. is a Japanese multinational video game developer and publisher headquartered in Tokyo. Its international branches, Sega of America and Sega Europe, are respectively headquartered in Irvine, California and London. Sega's arcade division, once part of Sega Corporation, has existed as Sega Interactive Co., Ltd. since 2015. Both companies are subsidiaries of Sega Holdings Co., Ltd., which is in turn a part of Sega Sammy Holdings.

Memory units

Originally console games had no additional storage memory for saving game related data. During the Nintendo Entertainment System's time on the market, battery backed cartridge games that could retain a limited number of game files were introduced. When the original PlayStation was released it included support for an external memory source, called a memory card. Its purpose was to store important information about the games, such as game states or scoring info. That memory card used a memory of type EEPROM. [6] To support the growing use of these cards in normal game play and the different amounts of data to be saved, larger memory cards were created. Other consoles also adopted the use of memory cards, such as the Sega Dreamcast, whose memory card was called the Visual Memory Unit or VMU. The Dreamcast’s memory unit was unique in that it had a monochrome LCD display, a D-pad, and two buttons. A large third party memory card market also sprung up, offering cards that were often much cheaper and larger than the official released memory cards. Some unique third party cards required extra software to access the cards, or possibly increase the data capacity by compressing the contained data.

The Xbox system was sold with a new type of data storage for consoles: an internal hard drive to store information. [7] The hard drive was 8 GB and was used as more than just a memory device. It was used in conjunction with the games to buffer some of the game data so that loading times were decreased. The hard drive also stored downloadable content from the Xbox Live service. Since the Xbox precedent, the PlayStation 2 had a hard drive accessory used with the Final Fantasy XI game to store character data. In the new generation of game consoles the PlayStation 3 is included with one of many different sized hard drives, depending on which model of the console is purchased, the 20 GB, 40 GB, 60 GB, and 80 GB models, or 120 or 250 GB for the PS3 Slim. The Xbox 360 launched with a 20 GB hard drive. After users started to complain of lack of space due to HD content, Microsoft released a 120 GB drive bundled with their Elite model, and available for individual sale.

Audio/Video cables

Early style antenna switch box Sampleswitchboxgraphic.PNG
Early style antenna switch box

Console systems are played on a television. As such the systems need a way for the information they process to show up on the screen, and for the audio to be played through a sound system. Originally this was done through an antenna switch box. [8] Later this was changed to a coaxial cable setup called a RF connector. [9] It transmitted both the audio and video through one cable. Modern day systems are quite different though. All of the newer systems use industry standards now. One of those standards is RCA composite cables of single video and left and right audio. The video connector is usually colored yellow while the left and right audios are colored white and red respectively. Now that the newer systems are focusing on HD content and displaying in HD newer types of cable connections are needed. The basic are component cables with the RGB format. RGB stands for the three colors, red, green, and blue. This is the simplest form of HD cables. It uses three cables for video and the two for audio still. The newest form of HD transmittance cables are the High-Definition Multimedia Interface or HDMI cables. [10] The HDMI cables transmit both the video and audio signals over a single cable. More importantly the information transmitted is a digital signal. Other cables utilize analog signals so that modern systems must convert to analog and then back to digital for use. Information is often lost in these conversions so that HDMI keeps the signal as digital so that less information is lost, keeping the signal truer to its source. These cables and signals are too new to be fully utilized, and are really only necessary for 1080p signal.

Cases

Due to the modern video gaming market, an abundance of cases are available for both home and hand held game systems. Because portables often come in contact with the elements and are more prone to accidents, most owners use a case to protect their systems.

Many such cases include soft padding to cradle the system while an outside shell provides protection from falls or environmental debris. Some trade off padding to make a thinner, more compact case. While the larger such cases usually provide better protection and more room for games and accessories, they can be rather bulky and difficult to carry in pockets or small bags.

To a lesser degree, cases for home consoles also exist. Home console cases are usually designed as a backpack or briefcase and have enough room for the system, cables, controllers, and often, a few games. This allows gamers to easily transport traditionally stationary systems, making them more mobile and sharable.

Home console video games come packaged inside of a DVD-style case. Portables use a smaller format, but both are usually larger than the actual game media. Therefore, one may find cases made to hold only the game media, thus saving space and protecting the disks or cartridges from the open environment or improper storage. They can hold one or several games. Larger cases and folders can hold a gamer's entire collection.

Software accessories

Most software accessories for a video game system are simply the games designed by professional game companies. With some of the recent systems, homemade games called homebrew are being designed and released publicly. The Xbox 360 system has official released tools called the XNA so that users can design and proliferate their own content. [11] It was announce by Microsoft after their announcement of the Xbox Live Marketplace. Another type of homebrew is popular on the Nintendo DS portable gaming system. [12] Through an outside hardware device, the internal software that is used to run games, the BIOS, is overwritten. Replacing the default BIOS with an unofficial BIOS allows for user generated content to be playable. These games are anything from simple ports of older games to truly new ideas and games. Sony also allowed for homebrew content on their new PlayStation 3 by allowing for Linux to be installed. [13] Linux allows for many different types of content to be playable. Because of Linux’s open source methods of utilizing the hardware as long as users write the necessary software, anything can be playable on the PS3.

There is more than just software that allows different software to be playable. Hardware called modchips allow for many different changes to the system. [14] Because the chips require that you open the case to the system and attach them to the circuits, the chips void any warranty and are even considered illegal by some companies. Most modchips are designed to allow illegal copies of games to be played. They can also allow for access to hardware not normally contained in the system. Overall modchips can add interesting effects but can cause many complications from the possibility of breaking the system, from improper installation, and causing legal problems.

Add-ons/Peripherals

Add-ons, also known as peripherals, are devices generally sold separately from the console, but which connect to the main unit to add significant new functionality. This may include devices which upgrade the hardware of a console to allow it to play more resource-intensive games, devices which allow consoles to play games on a different media format, or devices which fully change the function of a console from a game playing device to something else. A hardware add-on differs from an accessory in that an accessory either adds functionality which is beneficial but nonessential for gameplay (like a Game Link Cable or Rumble Pak), or in some cases may only add aesthetic value (like a case mod or faceplate). Generally, a game designed for use with an accessory can still be played on a console without the compatible accessory, whereas a game designed for use with a peripheral can not be played on a console without the appropriate peripheral.

Atari Jaguar
Sega Mega Drive/Genesis
Famicom/Nintendo Entertainment System
Super Famicom/Super Nintendo Entertainment System
Nintendo 64
Nintendo GameCube
Game Boy
Game Boy Color
Game Boy Advance
Xbox 360 & Xbox One
Playstation 4

Third-party versus first-party

Game accessories can be one of two types, first or third party. First party accessories are often very expensive for what they are. Because of this, many companies specialize in the production of similar products that perform the same functions. Most of these items are similar but cheaper. They come at lower costs for many reasons. Because these companies can avoid licensing fees, and did not have the same development costs, they can save money that way. They also may use lower quality materials in the production of the accessories, making them cheaper but usually more fragile and less trustworthy. Another common trait with third party accessories is a better value. While most first party accessories only have one version, only one kind of controller for example, many third party companies will expand upon the original product. As an example, Sony was not the first to release a memory card of twice the original’s capacity. Instead, many of the third party companies were able to release such a product first and get many sales from them.

One of the major trends is making everything wireless. Most systems have cables plugged in the front and back. While there are not many cables plugged into the system, if the system is close to the television system and audio system, then the cables might be quite extensive and very haphazardly arranged. By making most of the accessories wireless the goal is to cut down on the clutter. One of the problems with wireless accessories is power. There is currently no wireless power source for the accessory. So in most cases batteries of some fashion are required. A problem with this can be the power requirements of the regular function of the accessory as well as the components used to maintain the wireless connection. Often the power draw on these batteries can be too much for it to be cost effective to power these devices without rechargeable batteries. A solution to this is a rechargeable controller station.

Another trend developing is that of a controller unique to a specific game. An example of such being the recent guitar controller for Red Octane's Guitar Hero game. These controllers are unusual because they can only be used for one game. The default game controllers are usable for many types of games, so a controller that is only usable for one seems to be counter intuitive. However, with games as popular as Guitar Hero sometimes the controller can even inspire third party replicas. [16] Toys-to-Life games not only provide physical toys for the player, but these toys also function as part of the ingame experience through either near field communication or some sort of image recognition.

One problem partly enhanced by the uptake of wireless technology is that the user is still forced to stand up and leave their seat in order to control certain aspects of the game system. In order to alleviate that issue many recent consoles include features that allow powering on, off, and resetting the machine remotely.

Related Research Articles

GameCube home video game console released by Nintendo in 2001

The Nintendo GameCube is a home video game console released by Nintendo in Japan and North America in 2001 and Europe and Australia in 2002. The sixth-generation console is the successor to the Nintendo 64. It competed with Sony's PlayStation 2, Microsoft's Xbox and Sega's Dreamcast.

Game Boy Player Nintendo GameCube accessory

The Game Boy Player (DOL-017) is a device made by Nintendo for the Nintendo GameCube which enables Game Boy, Game Boy Color, or Game Boy Advance cartridges to be played on a television. It was the last Game Boy-based add-on to a Nintendo console. It connects via the high speed parallel port at the bottom of the GameCube and requires use of a boot disc to access the hardware. Unlike devices such as Datel's Advance Game Port, the Game Boy Player does not use software emulation, but instead uses physical hardware nearly identical to that of a Game Boy Advance. The device does not use the enhanced effects used by the previous Game Boy accessory, the Super Game Boy, which was released for the Super Nintendo Entertainment System in 1994.

Analog stick

An analog stick, sometimes called a control stick, joystick, or thumbstick is an input device for a controller that is used for two-dimensional input. An analog stick is a variation of a joystick, consisting of a protrusion from the controller; input is based on the position of this protrusion in relation to the default "center" position. While digital sticks rely on single electrical connections for movement, analog sticks use continuous electrical activity running through potentiometers to measure the exact position of the stick within its full range of motion. The analog stick has greatly overtaken the D-pad in both prominence and usage in console video games.

A multitap is a video game console peripheral that increases the number of controller ports available to the player, allowing additional controllers to be used in play, similar to a USB hub or a power strip. A multitap often takes the form of a box with three or more controller ports which is then connected to a controller port on the console itself.

Dreamcast VGA

The Dreamcast VGA Box is an accessory for Sega's Dreamcast video game console that allows it to connect to a video display such as a computer monitor or an HDTV set through a VGA port. Because the Dreamcast hardware can produce a VGA-compatible video signal natively, this connection provides improved picture quality compared to standard composite video or S-Video connections, along with support for progressive scan video.

Nintendo video game consoles Wikimedia list article

The Japanese multinational consumer electronics company Nintendo has developed seven home video game consoles and multiple portable consoles for use with external media, as well as dedicated consoles and other hardware for their consoles. As of September 30, 2015, Nintendo has sold over 722.22 million hardware units.

This is a list of accessories for the Nintendo 64 video game console.

This is a list of GameCube accessories.

A home video game console, or simply home console, is a video game device that is primarily used for home gamers, as opposed to in arcades or some other commercial establishment. Home consoles are one type of video game consoles, in contrast to the handheld game consoles which are smaller and portable, allowing people to carry them and play them at any time or place, along with microconsoles and dedicated consoles.

Wii U home video game console released by Nintendo in 2012

The Wii U is a home video game console developed by Nintendo as the successor to the Wii. Released in November 2012, it was the first eighth-generation video game console and competed with Microsoft's Xbox One and Sony's PlayStation 4.

In the history of video games, the eighth generation of consoles is the current generation. It includes those consoles released since 2012 by Nintendo, Microsoft, and Sony. For home video game consoles, the eighth generation began on November 18, 2012, with the release of the Wii U, and continued with the release of the PlayStation 4 on November 15, 2013, and the Xbox One on November 22, 2013. The Wii U was the first to be discontinued — on January 31, 2017 — to make way for Nintendo's second competitor, the Switch, released on March 3, 2017. These video game consoles follow their seventh generation predecessors from the same three companies: Nintendo's Wii, Sony's PlayStation 3, and Microsoft's Xbox 360.

Various accessories for the PlayStation 2 video game console have been produced by Sony, as well as third parties. These include controllers, audio and video input devices like microphones and video cameras, and cables for better sound and picture quality.

GameStick

The GameStick was a video game console developed by PlayJam. It is a microconsole the size of a USB flash drive that plugs directly into the back of a TV through an HDMI port and ships with its own Bluetooth controller. Users can download content from a curated storefront via Wi-Fi, with content stored locally for offline access. The device is powered by the PlayJam Games Platform and runs its own version of the Android operating system. It is portable and aimed at casual to mid-core gamers. Like the Ouya, it was funded through Kickstarter.

Game development kits (GDK) are specialized hardware used to create commercial videogames. They may be partnered with game development tools, special game engine licenses, and other middleware to aid video game development. GDKs are typically not available to the public, and require game developers to enter an agreement, partnership, or program with the hardware manufacturer to gain access to the hardware. As game console generations pass, development kits often get sold through websites like eBay without repercussions. This is often because the console manufacturers discontinue certain development programs as time passes.

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