History of video games

The origin of video games lies in early cathode ray tube-based missile defense systems in the late 1940s. These programs were later adapted into other simple games during the 1950s. By the late 1950s and through the 1960s, more computer games were developed (mostly on mainframe computers), gradually increasing in sophistication and complexity. Following this period, video games diverged into different platforms: arcade, mainframe, console, personal computer and later handheld games.

The first commercially viable video game was Computer Space in 1971, which laid the foundation for a new entertainment industry in the late 1970s within the United States, Japan, and Europe. The first major crash in 1977 occurred when companies were forced to sell their older obsolete systems flooding the market. Six years later a second, greater crash occurred. This crash—brought on largely by a flood of poor quality video games coming to the market—resulted in a total collapse of the console gaming industry in the United States, ultimately shifting dominance of the market from North America to Japan. While the crash killed the console gaming market, the computer gaming market was largely unaffected. Subsequent generations of console video games would continue to be dominated by Japanese corporations. Though several attempts would be made by North American and European companies, fourth generation of consoles, their ventures would ultimately fail. Not until the sixth generation of video game consoles would a non-Japanese company release a commercially successful console system. The handheld gaming market has followed a similar path with several unsuccessful attempts made by American companies all of which failed outside some limited successes in the handheld electronic games early on. Currently only Japanese companies have any major successful handheld gaming consoles, although in recent years handheld games have come to devices like smartphones and tablets as technology continues to converge.

Early history

On January 25, 1947, Thomas T. Goldsmith, Jr. and Estle Ray Mann filed a United States patent request for an invention they described as a “cathode ray tube amusement device”. This patent, which the United States Patent Office issued on December 14, 1948, details a machine in which a person uses knobs and buttons to manipulate a cathode ray tube beam to simulate firing at “airplane” targets. A printed overlay on the CRT screen helps to define the playing field.

In 1949–1950, Charley Adama created a “Bouncing Ball” program for MIT’s Whirlwind computer. While the program was not yet interactive, it was a precursor to games soon to come.

In February 1951, Christopher Strachey tried to run a draughts program he had written for the NPL Pilot ACE. The program exceeded the memory capacity of the machine and Strachey recoded his program for a machine at Manchester with a larger memory capacity by October.

Also in 1951, while developing television technologies for New York based electronics company Loral, inventor Ralph Baer came up with the idea of using the lights and patterns he used in his work as more than just calibration equipment. He realized that by giving an audience the ability to manipulate what was projected on their television sets, their role changed from passive observing to interactive manipulation. When he took this idea to his supervisor, it was quickly squashed because the company was already behind schedule.

OXO, a graphical version tic-tac-toe, was created by A.S. Douglas in 1952 at the University of Cambridge, in order to demonstrate his thesis on human-computer interaction. It was developed on the EDSAC computer, which uses a cathode ray tube as a visual display to display memory contents. The player competes against the computer.

In 1958 William Higinbotham created a game using an oscilloscope and analog computer. Titled Tennis for Two, it was used to entertain visitors of the Brookhaven National Laboratory in New York.[6] Tennis for Two showed a simplified tennis court from the side, featuring a gravity-controlled ball that needed to be played over the “net,” unlike its successor—Pong. The game was played with two box-shaped controllers, both equipped with a knob for trajectory and a button for hitting the ball. Tennis for Two was exhibited for two seasons before it was dismantled in 1959.

1950s–1960s

The majority of early computer games ran on university mainframe computers in the United States and were developed by individuals as a hobby. The limited accessibility of early computer hardware meant that these games were small in number and forgotten by posterity.

In 1959–1961, a collection of interactive graphical programs were created on the TX-0 machine at MIT:
Mouse in the Maze: allowed players to place maze walls, bits of cheese, and, in some versions, martinis using a light pen. One could then release the mouse and watch it traverse the maze to find the goodies.
HAX: By adjusting two switches on the console, various graphical displays and sounds could be made.
Tic-Tac-Toe: Using the light pen, the user could play a simple game of tic-tac-toe against the computer.

In 1961, a group of students at MIT, including Steve Russell, programmed a game titled Spacewar! on the DEC PDP-1, a new computer at the time. The game pitted two human players against each other, each controlling a spacecraft capable of firing missiles, while a star in the center of the screen created a large hazard for the crafts. The game was eventually distributed with new DEC computers and traded throughout the then-primitive Internet. Spacewar! is credited as the first influential computer game.

In 1966, Ralph Baer engaged co-worker Bill Harrison in the project, where they both worked at military electronics contractor Sanders Associates in Nashua, NH. They created a simple video game named Chase, the first to display on a standard television set. With the assistance of Baer, Bill Harrison created the light gun. Baer and Harrison were joined by Bill Rusch in 1967, an MIT graduate (MSEE) who was subsequently awarded several patents for the TV gaming apparatus (US Patents 3,659,284, 3,778,058, etc.). Development continued, and in 1968 a prototype was completed that could run several different games such as table tennis and target shooting. After months of secretive labouring between official projects, the team was able to bring an example with true promise to Sanders’ R & D department. By 1969, Sanders was showing off the world’s first home video game console to manufacturers.

In 1969, AT&T computer programmer Ken Thompson wrote a video game called Space Travel for the Multics operating system. This game simulated various bodies of the solar system and their movements and the player could attempt to land a spacecraft on them. AT&T pulled out of the MULTICS project, and Thompson ported the game to Fortran code running on the GECOS operating system of the General Electric GE 635 mainframe computer. Runs on this system cost about $75 per hour, and Thompson looked for a smaller, less expensive computer to use. He found an underused PDP-7, and he and Dennis Ritchie started porting the game to PDP-7 assembly language. In the process of learning to develop software for the machine, the development process of the Unix operating system began, and Space Travel has been called the first UNIX application.

Early arcade video games (1971–1977)

In September 1971, the Galaxy Game was installed at a student union at Stanford University. Based on Spacewar!, this was the first coin-operated video game. Only one was built, using a DEC PDP-11 and vector display terminals. In 1972 it was expanded to be able to handle four to eight consoles.

Also in 1971, Nolan Bushnell and Ted Dabney created a coin-operated arcade version of Spacewar! and called it Computer Space. Nutting Associates bought the game and manufactured 1,500 Computer Space machines, with the release taking place in November 1971. The game was unsuccessful due to its steep learning curve, but was a landmark as the first mass-produced video game and the first offered for commercial sale.

Bushnell and Dabney felt they did not receive enough earnings by licensing Computer Space to Nutting Associates and founded Atari, Inc. In 1972 before releasing their next game: Pong. Pong was the first arcade video game with widespread success. The game is loosely based on table tennis: a ball is “served” from the center of the court and as the ball moves towards their side of the court each player must maneuver their paddle to hit the ball back to their opponent. Atari sold over 19,000 Pong machines, creating many imitators.

First generation consoles (1972–1977)

The first home ‘console’ system was developed by Ralph Baer and his associates. Development began in 1966 and a working prototype was completed by 1968 (called the “Brown Box”) for demonstration to various potential licensees, including GE, Sylvania, RCA, Philco, and Sears, with Magnavox eventually licensing the technology to produce the world’s first home video game console. The system was released in the USA in 1972 by Magnavox, called the Magnavox Odyssey. The Odyssey used cartridges that mainly consisted of jumpers that enabled/disabled various switches inside the unit, altering the circuit logic (as opposed to later video game systems that used programmable cartridges). This provided the ability to play several different games using the same system, along with plastic sheet overlays taped to the television that added color, play-fields, and various graphics to ‘interact’ with using the electronic images generated by the system. A major marketing push, featuring TV ads starring Frank Sinatra, helped Magnavox sell about 100,000 Odysseys that first year.

Philips bought Magnavox and released a different game in Europe using the Odyssey brand in 1974 and an evolved game that Magnavox had been developing for the US market. Over its production span, the Odyssey system achieved sales of 2 million units.

Mainframe computers

University mainframe game development blossomed in the early 1970s. There is little record of all but the most popular games, as they were not marketed or regarded as a serious endeavor. The people–generally students–writing these games often were doing so illicitly by making questionable use of very expensive computing resources, and thus were not anxious to let very many people know of their endeavors. There were, however, at least two notable distribution paths for student game designers of this time:
The PLATO system was an educational computing environment designed at the University of Illinois and which ran on mainframes made by Control Data Corporation. Games were often exchanged between different PLATO systems.
DECUS was the user group for computers made by Digital Equipment Corporation (DEC). It distributed programs–including games–that would run on the various types of DEC computers.

A number of noteworthy games were also written for Hewlett-Packard minicomputers such as the HP2000.

Highlights of this period, in approximate chronological order, include:
1971: Don Daglow wrote the first computer baseball game on a DEC PDP-10 mainframe at Pomona College. Players could manage individual games or simulate an entire season. Daglow went on to team with programmer Eddie Dombrower to design Earl Weaver Baseball, published by Electronic Arts in 1987.

1971: Star Trek was created (probably by Mike Mayfield) on a Sigma 7 minicomputer at University of California. This is the best-known and most widely played of the 1970s Star Trek titles, and was played on a series of small “maps” of galactic sectors printed on paper or on the screen. It was the first major game to be ported across hardware platforms by students. Daglow also wrote a popular Star Trek game for the PDP-10 during 1970–1972, which presented the action as a script spoken by the TV program’s characters. A number of other Star Trek themed games were also available via PLATO and DECUS throughout the decade.

1972: Gregory Yob wrote the hide-and-seek game Hunt the Wumpus for the PDP-10, which could be considered the first text adventure. Yob wrote it in reaction to existing hide-and-seek games such as Hurkle, Mugwump, and Snark.

1974: Both Maze War (on the Imlac PDS-1 at the NASA Ames Research Center in California) and Spasim (on PLATO) appeared, pioneering examples of early multi-player 3D first-person shooters.

1974: Brand Fortner and others developed Airfight as an educational flight simulator. To make it more interesting, all players shared an airspace flying their choice of military jets, loaded with selected weapons and fuel and to fulfill their desire to shoot down other players’ aircraft. Despite mediocre graphics and slow screen refresh, it became a popular game on the PLATO system. Airfight was the inspiration for what became the Microsoft Flight Simulator.

1975: William Crowther wrote the first modern text adventure game, Adventure (originally called ADVENT, and later Colossal Cave). It was programmed in Fortran for the PDP-10. The player controls the game through simple sentence-like text commands and receives descriptive text as output. The game was later re-created by students on PLATO, so it is one of the few titles that became part of both the PLATO and DEC traditions.

1975: By 1975, many universities had discarded these terminals for CRT screens, which could display thirty lines of text in a few seconds instead of the minute or more that printing on paper required. This led to the development of a series of games that drew “graphics” on the screen. The CRTs replaced the typical teletype machines or line printers that output at speeds ranging from 10 to 30 characters per second.

1975: Daglow, then a student at Claremont Graduate University, wrote the first Computer role-playing game on PDP-10 mainframes: Dungeon. The game was an unlicensed implementation of the new role playing game Dungeons & Dragons. Although displayed in text, it was the first game to use line of sight graphics, as the top-down dungeon maps showing the areas that the party had seen or could see took into consideration factors such as light or darkness and the differences in vision between species.

1975: At about the same time, the RPG dnd, also based on Dungeons and Dragons first appeared on PLATO system CDC computers. For players in these schools dnd, not Dungeon, was the first computer role-playing game.

1976: The earliest role-playing video games to use elements from Dungeons and Dragons are Telengard, written in 1976, and Zork (later renamed Dungeon), written in 1977.

1977: Kelton Flinn and John Taylor create the first version of Air, a text air combat game that foreshadowed their later work creating the first-ever graphical online multi-player game, Air Warrior. They would found the first successful online game company, Kesmai, now part of Electronic Arts. As Flinn has said: “If Air Warrior was a primate swinging in the trees, AIR was the text-based amoeba crawling on the ocean floor. But it was quasi-real time, multi-player, and attempted to render 3-D on the terminal using ASCII graphics. It was an acquired taste.”

1977: The writing of the original Zork was started by Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels. Unlike Crowther, Daglow and Yob, the Zork team recognized the potential to move these games to the new personal computers and they founded text adventure publisher Infocom in 1979. The company was later sold to Activision.

1978: Multi-User Dungeon, the first MUD, was created by Roy Trubshaw and Richard Bartle, beginning the heritage that culminates with today’s MMORPGs.

1980: Michael Toy, Glenn Wichman and Ken Arnold released Rogue on BSD Unix after two years of work, inspiring many roguelike games ever since. Like Dungeon on the PDP-10 and dnd on PLATO, Rogue displayed dungeon maps using text characters. Unlike those games, however, the dungeon was randomly generated for each play session, so the path to treasure and the enemies who protected it were different for each game. As the Zork team had done, Rogue was adapted for home computers and became a commercial product.

Video game crash of 1977

In 1977, manufacturers of older, obsolete consoles and Pong clones sold their systems at a loss to clear stock, creating a glut in the market, and causing Fairchild and RCA to abandon their game consoles. Only Atari and Magnavox remained in the home console market, despite suffering losses in 1977 and 1978.

The crash was largely caused by the significant number of Pong clones that flooded both the arcade and home markets. The crash eventually came to an end with the success of Taito’s Space Invaders, released in 1978, sparking a renaissance for the video game industry and paving the way for the golden age of video arcade games. Soon after, Space Invaders was licensed for the Atari VCS (later known as Atari 2600), becoming the first “killer app” and quadrupling the console’s sales.[19] This helped Atari recover from their earlier losses. The success of the Atari 2600 in turn revived the home video game market, up until the North American video game crash of 1983.

Second generation consoles (1977–1983)

games could ever be added. By the mid-1970s video games were found on cartridges, starting in 1976 with the release of the Fairchild ‘Video Entertainment System (VES). Programs were burned onto ROM chips that were mounted inside plastic cartridge casings that could be plugged into slots on the console. When the cartridges were plugged in, the general-purpose microprocessors in the consoles read the cartridge memory and executed whatever program was stored there. Rather than being confined to a small selection of games included in the game system, consumers could now amass libraries of game cartridges. However video game production was still a niche skill. Warren Robinett, the famous programmer of the game Adventure, spoke on developing games “in those old far-off days, each game for the 2600 was done entirely by one person, the programmer, who conceived the game concept, wrote the program, did the graphics—drawn first on graph paper and converted by hand to hexadecimal—and did the sounds.”

Three machines dominated the second generation of consoles in North America, far outselling their rivals:
The Video Computer System (VCS) ROM cartridge-based console, later renamed the Atari 2600, was released in 1977 by Atari. Nine games were designed and released for the holiday season. While the console had a slow start, its port of the arcade game Space Invaders would become the first “killer app” and quadruple the console’s sales. Soon after, the Atari 2600 would quickly become the most popular of all the early consoles prior to the North American video game crash of 1983.
The Intellivision, introduced by Mattel in 1980. Though chronologically part of what is called the “8-bit era”, the Intellivision had a unique processor with instructions that were 10 bits wide (allowing more instruction variety and potential speed), and registers 16 bits wide. The system, which featured graphics superior to the older Atari 2600, rocketed to popularity.
The ColecoVision, an even more powerful machine, appeared in 1982. Its sales also took off, but the presence of three major consoles in the marketplace and a glut of poor quality games began to overcrowd retail shelves and erode consumers’ interest in video games. Within a year this overcrowded market would crash.

In 1979, Activision was created by disgruntled former Atari programmers “who realized that the games they had anonymously programmed on their $20K salaries were responsible for 60 percent of the company’s $100 million in cartridge sales for one year”. It was the first third-party developer of video games. By 1982, approximately 8 million American homes owned a video game console, and the home video game industry was generating an annual revenue of $3.8 billion, which was nearly half the $8 billion revenue in quarters generated from the arcade video game industry at the time.

Golden age of video arcade games (1978–1986)

The arcade game industry entered its golden age in 1978 with the release of Space Invaders by Taito, a success that inspired dozens of manufacturers to enter the market. The game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants and convenience stores during the golden age. Space Invaders would go on to sell over 360,000 arcade cabinets worldwide, and by 1981, generate a revenue of more than $1 billion from over 4 billion quarters, equivalent to over $2.5 billion in 2011. In 1979, Namco’s Galaxian sold over 40,000 cabinets, and Atari released Asteroids which sold over 70,000 cabinets.

The total sales of arcade video game machines in North America increased significantly during this period, from $50 million in 1978 to $900 million by 1981, with the arcade video game industry’s revenue in North America reaching nearly $1 billion in quarters by the end of the 1970s, a figure that would triple to $2.8 billion by 1980. Color arcade games also became more popular in 1979 and 1980 with the arrival of titles such as Pac-Man, which would go on to sell over 350,000 cabinets, and within a year, generate a revenue of more than $1 billion in quarters; in total, Pac-Man is estimated to have grossed over 10 billion quarters ($2.5 billion) during the 20th century, equivalent to over $3.4 billion in 2011.

By 1981, the arcade video game industry was generating an annual revenue of $5 billion in North America, equivalent to $12.3 billion in 2011. In 1982, the arcade video game industry reached its peak, generating $8 billion in quarters,[23] equivalent to over $18.5 billion in 2011, surpassing the annual gross revenue of both pop music ($4 billion) and Hollywood films ($3 billion) combined at that time. This was also nearly twice as much revenue as the $3.8 billion generated by the home video game industry that same year; both the arcade and home markets combined add up to a total revenue of $11.8 billion for the video game industry in 1982, equivalent to over $27.3 billion in 2011. The arcade video game industry would continue to generate an annual revenue of $5 billion in quarters through to 1985.

Home computer games (late 1970s to early 80s)

While the fruit of retail development in early video games appeared mainly in video arcades and home consoles, home computers began appearing in the late 1970s and were rapidly-evolving in the 80s, allowing their owners to program simple games. Hobbyist groups for the new computers soon formed and personal computer game software followed.

Soon many of these games—at first clones of mainframe classics such as Star Trek, and then later ports or clones of popular arcade games such as Space Invaders, Frogger, Pac-Man (see Pac-Man clones)and Donkey Kong—were being distributed through a variety of channels, such as printing the game’s source code in books (such as David Ahl’s BASIC Computer Games), magazines (Creative Computing), and newsletters, which allowed users to type in the code for themselves. Early game designers like Crowther, Daglow and Yob would find the computer code for their games—which they had never thought to copyright—published in books and magazines, with their names removed from the listings. Early home computers from Apple, Commodore, Tandy and others had many games that people typed in.

Games were also distributed by the physical mailing and selling of floppy disks, cassette tapes, and ROM cartridges. Soon a small cottage industry was formed, with amateur programmers selling disks in plastic bags put on the shelves of local shops or sent through the mail. Richard Garriott distributed several copies of his 1980 computer role-playing game Akalabeth: World of Doom in plastic bags before the game was published.

1980s

The computer gaming industry experienced its first major growing pains in the early 1980s as publishing houses appeared, with many honest businesses—occasionally surviving at least 20 years, such as Electronic Arts—alongside fly-by-night operations that cheated the games’ developers. While some early ’80s games were simple clones of existing arcade titles, the relatively low publishing costs for personal computer games allowed for bold, unique games.

Genre innovation

The golden age of video arcade games reached its zenith in the 1980s. The age brought with it many technically innovative and genre-defining games developed and released in the first few years of the decade, including:
Action adventure game: The Legend of Zelda (1986) helped establish the action-adventure genre, combining elements from different genres to create a compelling hybrid, including exploration, transport puzzles, adventure-style inventory puzzles, an action component, a monetary system, and simplified RPG-style level building without the experience points. The game was also an early example of open world, nonlinear gameplay, and introduced innovations like battery backup saving.
Action role-playing games: Dragon Slayer II: Xanadu (1985) is considered the first full-fledged action role-playing game, with character stats and a large quest, with its action-based combat setting it apart from other RPGs. Zelda II: The Adventure of Link (1987), developed by Shigeru Miyamoto, further defined and popularized the emerging action RPG genre.

Adventure games: Zork (1980) further popularized text adventure games in home computers and established developer Infocom’s dominance in the field. As these early computers often lacked graphical capabilities, text adventures proved successful. Mystery House (1980), Roberta Williams’s game for the Apple II, was the first graphic adventure game on home computers. Graphics consisted entirely of static monochrome drawings, and the interface still used the typed commands of text adventures. It proved very popular at the time, and she and husband Ken went on to found Sierra On-Line, a major producer of adventure games. King’s Quest (1984) was created by Sierra, laying the groundwork for the modern adventure game. It featured color graphics and a third-person perspective. An on-screen player character could be moved behind and in front of objects on a 2D background drawn in perspective, creating the illusion of pseudo-3D space. Commands were still entered via text. Maniac Mansion (1987) removed text entry from adventure games. LucasArts built the SCUMM system to allow a point-and-click interface. Sierra and other game companies quickly followed with their own mouse-driven games.
Beat ‘em up: Kung-Fu Master (1984), a Hong Kong cinema-inspired action game, laid the foundations for side-scrolling beat ‘em ups with its simple gameplay and multiple enemies. Nekketsu Kōha Kunio-kun (1986), also released as Renegade, deviated from the martial arts themes of earlier game, introducing street brawling to the genre, and set the standard for future beat ‘em up games as it introduced the ability to move both horizontally and vertically.

Cinematic platformer: Prince of Persia (1989) was the first cinematic platformer.

Computer role-playing games: Akalabeth (1980) was created in the same year as Rogue (1980); Akalabeth led to the creation of its spiritual sequel Ultima (1981). Its sequels were the inspiration for some of the first Japanese console role-playing games, alongside Wizardry (1981). The Bard’s Tale (1985) by Interplay Entertainment is considered the first computer role-playing game to appeal to a wide audience that was not matched until Blizzard Entertainment’s Diablo.

Console role-playing games: Dragon Warrior (1986), developed by Yuji Horii, was one of the earliest console role-playing games. With its anime-style graphics by Akira Toriyama (of Dragon Ball fame), Dragon Quest set itself apart from computer role-playing games. It spawned the Dragon Warrior {and later renamed Dragon Quest} franchise and served as the blueprint for the emerging console RPG genre,inspiring the likes of Sega’s Phantasy Star (1987) and Square’s Final Fantasy (1987), which spawned its own successful Final Fantasy franchise and introduced the side-view turn-based battle system, with the player characters on the right and the enemies on the left, imitated by numerous later RPGs. Megami Tensei (1987) and Phantasy Star (1987) broke with tradition, abandoning the medieval setting and sword and sorcery themes common in most RPGs, in favour of modern/futuristic settings and science fiction themes.

Fighting games: Karate Champ (1984), Data East’s action game, is credited with establishing and popularizing the one-on-one fighting game genre, and went on to influence Yie Ar Kung-Fu.[49] Konami’s Yie Ar Kung Fu (1985), which expanded on Karate Champ by pitting the player against a variety of opponents, each with a unique appearance and fighting style. Street Fighter (1987), developed by Capcom, introduced the use of special moves that could only be discovered by experimenting with the game controls.

Hack and slash: Golden Axe (1988) was acclaimed for its visceral hack and slash action and cooperative mode and was influential through its selection of multiple protagonists with distinct fighting styles.
Interactive movies: Astron Belt (1983), an early first-person shooter, was the first Laserdisc video game in development, featuring live-action FMV footage over which the player/enemy ships and laser fire are superimposed. Dragon’s Lair (1983) was the first Laserdisc video game to be released, beating Astron Belt to public release.
Platform games: Space Panic (1980) is sometimes credited as the first platform game, with gameplay centered on climbing ladders between different floors. Donkey Kong (1981), an arcade game created by Nintendo’s Shigeru Miyamoto, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer. This game also introduced Mario, an icon of the genre. Mario Bros. (1983), developed by Shigeru Miyamoto, offered two-player simultaneous cooperative play and laid the groundwork for two-player cooperative platformers.

Scrolling platformers: Jump Bug (1981), Alpha Denshi’s platform-shooter, was the first platform game to use scrolling graphics. Taito’s Jungle King (1982) featured scrolling jump and run sequences that had players hopping over obstacles. Namco took the scrolling platformer a step further with Pac-Land (1984), which was the first game to feature multi-layered parallax scrolling and closely resembled later scrolling platformers like Super Mario Bros. (1985) and Wonder Boy (1986).

Scrolling shooters: Defender (1980) established the use of side-scrolling in shoot ‘em ups, offering horizontally extended levels. Scramble (1981) was the first side-scroller with multiple, distinct levels. Jump Bug (1981) was a simple platform-shooter where players controlled a bouncing car. It featured levels that scrolled both horizontally and vertically. Vanguard (1981) was both a horizontal and vertical scrolling shooter that allowed the player to shoot in four directions. Xevious (1982) is frequently cited as the first vertical shooter and, although it was preceded by several other games featuring vertical scrolling, it was the most influential. Moon Patrol (1982) introduced the parallax scrolling technique in computer graphics. Gradius (1985) gave the player greater control over the choice of weaponry, thus introducing another element of strategy. The game also introduced the need for the player to memorise levels in order to achieve any measure of success. Thrust (1986) has the player maneuver a spaceship through a series of 2D cavernous landscapes, with the aim of recovering a pendulous pod, while counteracting gravity, inertia and avoiding or destroying enemy turrets.
Isometric platformer: Congo Bongo (1983), developed by Sega, was the first isometric platformer.

Isometric shooter: Zaxxon (1982) was the first game to use isometric projection.

Light gun shooter: The NES Zapper was the first mainstream light gun. The most successful lightgun game was Duck Hunt (1984), which came packaged with the NES.

Maze games: Pac-Man (1980) was the first game to achieve widespread popularity in mainstream culture and the first game character to be popular in his own right. 3D Monster Maze (1981) was the first 3D game for a home computer, while Dungeons of Daggorath (1982) added various weapons and monsters, sophisticated sound effects, and a “heartbeat” health monitor.

Platform-adventure games: Metroid (1986) was the earliest game to fuse platform game fundamentals with elements of action-adventure games, alongside elements of RPGs. These elements include the ability to explore an area freely, with access to new areas controlled by either the gaining of new abilities or through the use of inventory items.[66] Zelda II: The Adventure of Link (1987) and Castlevania II: Simon’s Quest (1987) are two other early examples of platform-adventure games.

Racing games: Turbo (1981), by Sega, was the first racing game with a third-person perspective, rear-view format. Pole Position (1982), by Namco, used sprite-based, pseudo-3D graphics when it refined the “rear-view racer format” where the player’s view is behind and above the vehicle, looking forward along the road with the horizon in sight. The style would remain in wide use even after true 3D graphics became standard for racing games.

Rail shooter: Space Harrier (1985) was an early rail shooter that broke new ground graphically and its wide variety of settings across multiple levels gave players more to aim for than high scores. It was also an early example of a third-person shooter.

Real-time strategy: Herzog Zwei (1989) is considered to be the first real-time strategy game, predating the genre-popularizing Dune II. It is the earliest example of a game with a feature set that falls under the contemporary definition of modern RTS.

Run & gun shooters: Hover Attack (1984) for the Sharp X1 was an early run & gun shooter that freely scrolled in all directions and allowed the player to shoot diagonally as well as straight ahead. The following year saw the release of Thexder (1985), a breakthrough title for run & gun shooters. Commando (1985) was the first influential example of a shooter featuring characters on foot rather than in vehicles.
Rhythm game: Dance Aerobics was released in 1987, and allowed players to create music by stepping on Nintendo’s Power Pad peripheral. It has been called the first rhythm-action game in retrospect.

Stealth games: 005 (1981), an arcade game by Sega, was the earliest example of a stealth-based game. Metal Gear (1987), developed by Hideo Kojima, was the first stealth game in an action-adventure framework, and became the first commercially successful stealth game, spawning the Metal Gear series.

Survival horror: Haunted House (1981) introduced elements of horror fiction into video games. Sweet Home (1989) introduced many of the modern staples of the survival horror genre. Gameplay involved battling horrifying creatures and solving puzzles. Developed by Capcom, the game would become an influence upon their later release Resident Evil (1996), making use of its design concepts such as the mansion setting and “opening door” load screen.

Vehicle simulation games: Battlezone (1980) used wireframe vector graphics to create the first true three-dimensional game world. Elite (1984), designed by David Braben and Ian Bell, ushered in the age of modern style 3D graphics. The game contains convincing vector worlds, full 6 degree freedom of movement, and thousands of visitable planetary systems. It is considered a pioneer of the space flight simulator game genre.

Visual novels: Portopia Renzoku Satsujin Jiken (1983), developed by Yuji Horii (of Dragon Quest fame), was the first visual novel and one of the earliest graphic adventure games. It is viewed in a first-person perspective, follows a first-person narrative, and was the first adventure game to feature colour graphics. It inspired Hideo Kojima (of Metal Gear fame) to enter the video game industry and later produce his own classic graphic adventure, Snatcher (1988).

Gaming computers

Following the success of the Apple II and Commodore PET in the late 1970s a series of cheaper and incompatible rivals emerged in the early 1980s. This second batch included the Commodore Vic 20 and 64; Sinclair ZX80, ZX81 and ZX Spectrum; NEC PC-8000, PC-6001, PC-88 and PC-98; Sharp X1 and X68000; and Atari 8-bit family, BBC Micro, Acorn Electron, Amstrad CPC, and MSX series. These rivals helped to catalyze both the Home Computer and Games markets, by raising awareness of computing and gaming through their competing advertising campaigns.

The Sinclair, Acorn and Amstrad offerings were generally only known in Europe and Africa, the NEC and Sharp offerings were generally only known in Asia, and the MSX had a base in North and South America, Europe, and Asia, whilst the US based Apple, Commodore and Atari offerings were sold in both the USA and Europe.

In 1984, the computer gaming market took over from the console market following the crash of that year; computers offered equal gaming ability and since their simple design allowed games to take complete command of the hardware after power-on, they were nearly as simple to start playing with as consoles.

The Commodore 64 was released to the public in August 1982. It found initial success because it was marketed and priced aggressively. It had a BASIC programming environment and advanced graphic and sound capabilities for its time, similar to the ColecoVision console. It also utilized the same game controller ports popularized by the Atari 2600, allowing gamers to use their old joysticks with the system. It would become the most popular home computer of its day in the USA and many other countries and the best-selling single computer model of all time internationally.

At around the same time, the Sinclair ZX Spectrum was released in the United Kingdom and quickly became the most popular home computer in many areas of Western Europe—and later the Eastern Bloc—due to the ease with which clones could be produced.

The IBM PC compatible computer became a technically competitive gaming platform with IBM’s PC/AT in 1984. The primitive 4-color CGA graphics of previous models had limited the PC’s appeal to the business segment, as its graphics failed to compete with the C64 or Apple II. The new 16-color EGA display standard allowed its graphics to approach the quality seen in popular home computers like the Commodore 64. The sound capabilities of the AT, however, were still limited to the PC speaker, which was substandard compared to the built-in sound chips used in many home computers. Also, the relatively high cost of the PC compatible systems severely limited their popularity in gaming.

The Apple Macintosh also arrived at this time. It lacked the color capabilities of the earlier Apple II, instead preferring a much higher pixel resolution, but the operating system support for the GUI attracted developers of some interesting games (e.g. Lode Runner) even before color returned in 1987 with the Mac II.

The arrival of the Atari ST and Commodore Amiga in 1985 was the beginning of a new era of 16-bit machines. For many users they were too expensive until later on in the decade, at which point advances in the IBM PC’s open platform had caused the IBM PC compatibles to become comparably powerful at a lower cost than their competitors. The VGA standard developed for IBM’s new PS/2 line in 1987 gave the PC the potential for 256-color graphics. This was a big jump ahead of most 8-bit home computers but still lagging behind platforms with built-in sound and graphics hardware like the Amiga. This caused an odd trend around ’89-91 towards developing to a seemingly inferior machine. Thus while both the ST and Amiga were host to many technically excellent games, their time of prominence proved to be shorter than that of the 8-bit machines, which saw new ports well into the 80s and even the 90s.

Dedicated sound cards started to address the issue of poor sound capabilities in IBM PC compatibles in the late 1980s. Ad Lib set an early de facto standard for sound cards in 1987, with its card based on the Yamaha YM3812 sound chip. This would last until the introduction of Creative Labs’ Sound Blaster in 1989, which took the chip and added new features while remaining compatible with Ad Lib cards, and creating a new de facto standard. However, many games would still support these and rarer things like the Roland MT-32 and Disney Sound Source into the early 90s. The initial high cost of sound cards meant they would not find widespread use until the 1990s.

Shareware gaming first appeared in the mid 1980s, but its big successes came in the 1990s.

Early online gaming

Dial-up bulletin board systems were popular in the 1980s, and sometimes used for online game playing. The earliest such systems were in the late 1970s and early 1980s and had a crude plain-text interface. Later systems made use of terminal-control codes (the so-called ANSI art, which included the use of IBM-PC-specific characters not part of an ANSI standard) to get a pseudo-graphical interface. Some BBSs offered access to various games which were playable through such an interface, ranging from text adventures to gambling games like blackjack (generally played for “points” rather than real money). On some multiuser BBSs (where more than one person could be online at once), there were games allowing users to interact with one another.

In 1985, the North American video game console market was revived with Nintendo’s release of its 8-bit console, the Famicom, known outside Asia as Nintendo Entertainment System (NES). It was bundled with Super Mario Bros. and instantly became a success. The NES dominated the North American and the Japanese market until the rise of the next generation of consoles in the early 1990s. Other markets were not as heavily dominated, allowing other consoles to find an audience like the Sega Master System in Europe, Australia and Brazil (though it was sold in North America as well).

In the new consoles, the gamepad or joypad, took over joysticks, paddles, and keypads as the default game controller included with the system. The gamepad design of an 8 direction Directional-pad (or D-pad for short) with 2 or more action buttons became the standard.

The Legend of Zelda series made its debut in 1986 with The Legend of Zelda. In the same year, the Dragon Quest series debuted with Dragon Quest, and has created a phenomenon in Japanese culture ever since. The next year, the Japanese company Square was struggling and Hironobu Sakaguchi decided to make his final game—a role-playing game (RPG) modeled after Dragon Quest and titled Final Fantasy—resulting in Final Fantasy series, which would later go on to become the most successful RPG franchise. 1987 also saw the birth of the stealth game genre with Hideo Kojima’s Metal Gear series’ first game Metal Gear on the MSX2 computer—and ported to the NES shortly after. In 1989, Capcom released Sweet Home on the NES, which served as a precursor to the survival horror genre.

In 1988, Nintendo published their first issue of Nintendo Power magazine.

This generation ended with the discontinuation of the NES in 1995.

1990s
SuperSet Software created Snipes, a text-mode networked computer game in 1983 to test a new IBM Personal Computer based computer network and demonstrate its capabilities. Snipes is officially credited as being the original inspiration for Novell NetWare. It is believed to be the first network game ever written for a commercial personal computer and is recognized alongside 1974’s Maze War (a networked multiplayer maze game for several research machines) and Spasim (a 3D multiplayer space simulation for time shared mainframes) as the precursor to multiplayer games such as 1987′s MIDI Maze, and Doom in 1993. Commercial online services also arose during this decade. The first user interfaces were plain-text—similar to BBSs— but they operated on large mainframe computers, permitting larger numbers of users to be online at once. By the end of the decade, inline services had fully-graphical environments using software specific to each personal computer platform. Popular text-based services included CompuServe, The Source, and GEnie, while platform-specific graphical services included PlayNET and Quantum Link for the Commodore 64, AppleLink for the Apple II and Macintosh, and PC Link for the IBM PC—all of which were run by the company which eventually became America Online—and a competing service, Prodigy. Interactive games were a feature of these services, though until 1987 they used text-based displays, not graphics.

Handheld LCD games

In 1979, Milton Bradley Company released the first handheld system using interchangeable cartridges, Microvision. While the handheld received modest success in the first year of production, the lack of games, screen size and video game crash of 1983 brought about the system’s quick demise.

In 1980, Nintendo released its Game & Watch line, handheld electronic game which spurred dozens of other game and toy companies to make their own portable games, many of which were copies of Game & Watch titles or adaptations of popular arcade games. Improving LCD technology meant the new handhelds could be more reliable and consume fewer batteries than LED or VFD games, most only needing watch batteries. They could also be made much smaller than most LED handhelds, even small enough to wear on one’s wrist like a watch. Tiger Electronics borrowed this concept of videogaming with cheap, affordable handhelds and still produces games in this model to the present day.

Video game crash of 1983

At the end of 1983, the industry experienced losses more severe than the 1977 crash. This was the “crash” of the video game industry, as well as the bankruptcy of several companies that produced North American home computers and video game consoles from late 1983 to early 1984. It brought an end to what is considered to be the second generation of console video gaming. Causes of the crash include the production of poorly designed games such as Custer’s Revenge, E.T. the Extra-Terrestrial, and Pac-Man for the Atari 2600 that suffered due to extremely tight deadlines. It was discovered that more Pac-Man cartridges were manufactured than there were systems sold. In addition, so many E.T. the Extra-Terrestrial cartridges were left unsold that Atari allegedly buried thousands of cartridges in a landfill in New Mexico.

Third generation consoles (1983–1995)

In 1985, the North American video game console market was revived with Nintendo’s release of its 8-bit console, the Famicom, known outside Asia as Nintendo Entertainment System (NES). It was bundled with Super Mario Bros. and instantly became a success. The NES dominated the North American and the Japanese market until the rise of the next generation of consoles in the early 1990s. Other markets were not as heavily dominated, allowing other consoles to find an audience like the Sega Master System in Europe, Australia and Brazil (though it was sold in North America as well).

In the new consoles, the gamepad or joypad, took over joysticks, paddles, and keypads as the default game controller included with the system. The gamepad design of an 8 direction Directional-pad (or D-pad for short) with 2 or more action buttons became the standard.

The Legend of Zelda series made its debut in 1986 with The Legend of Zelda. In the same year, the Dragon Quest series debuted with Dragon Quest, and has created a phenomenon in Japanese culture ever since. The next year, the Japanese company Square was struggling and Hironobu Sakaguchi decided to make his final game—a role-playing game (RPG) modeled after Dragon Quest and titled Final Fantasy—resulting in Final Fantasy series, which would later go on to become the most successful RPG franchise. 1987 also saw the birth of the stealth game genre with Hideo Kojima’s Metal Gear series’ first game Metal Gear on the MSX2 computer—and ported to the NES shortly after. In 1989, Capcom released Sweet Home on the NES, which served as a precursor to the survival horror genre.

In 1988, Nintendo published their first issue of Nintendo Power magazine.

This generation ended with the discontinuation of the NES in 1995.

1990s

The 1990s were a decade of marked innovation in video gaming. It was a decade of transition from raster graphics to 3D graphics and gave rise to several genres of video games including first-person shooter, real-time strategy, and MMO. Handheld gaming began to become more popular throughout the decade, thanks in part to the release of the Game Boy. Arcade games, although still relatively popular in the early 1990s, begin a decline as home consoles become more common.

The video game industry matured into a mainstream form of entertainment in the 1990s. Major developments of the 1990s included the beginning of a larger consolidation of publishers, higher budget games, increased size of production teams and collaborations with both the music and motion picture industries. Examples of this would be Mark Hamill’s involvement with Wing Commander III or Quincy Jones’ introduction of QSound.

The increasing computing power and decreasing cost of processors as the Intel 80386, Intel 80486, and the Motorola 68030, caused the rise of 3D graphics, as well as “multimedia” capabilities through sound cards and CD-ROMs. Early 3D games began with flat-shaded graphics (Elite, Starglider 2 or Alpha Waves[84]), and then simple forms of texture mapping (Wolfenstein 3D).

1989 and the early 1990s saw the release and spread of the MUD codebases DikuMUD and LPMud, leading to a tremendous increase in the proliferation and popularity of MUDs. Before the end of the decade, the evolution of the genre continued through “graphical MUDs” into the first MMORPGs (Massively multiplayer online role-playing games), such as Ultima Online and EverQuest, which freed users from the limited number of simultaneous players in other games and brought persistent worlds to the mass market. A prime example of an MMORPG MUD is the game Runescape created by Jagex.

In the early 1990s, shareware distribution was a popular method of publishing games for smaller developers, including then-fledgling companies such as Apogee (now 3D Realms), Epic Megagames (now Epic Games), and id Software. It gave consumers the chance to try a trial portion of the game, usually restricted to the game’s complete first section or “episode”, before purchasing the rest of the adventure. Racks of games on single 5 1/4″ and later 3.5″ floppy disks were common in many stores, often only costing a few dollars each. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. As the increasing size of games in the mid-90s made them impractical to fit on floppies, and retail publishers and developers began to earnestly mimic the practice, shareware games were replaced by shorter game demos (often only one or two levels), distributed free on CDs with gaming magazines and over the Internet.

In 1991, Sonic the Hedgehog was introduced. The game gave Sega’s Mega Drive console mainstream popularity, and rivaled Nintendo’s Mario franchise. Its namesake character became the mascot of Sega and one of the most recognizable video game characters.

In 1992 the game Dune II was released. It was by no means the first in the genre (several other games can be called the very first real-time strategy game, see the History of RTS), but it set the standard game mechanics for later blockbuster RTS games such as Warcraft: Orcs & Humans, Command & Conquer, and StarCraft. The RTS is characterized by an overhead view, a “mini-map”, and the control of both the economic and military aspects of an army. The rivalry between the two styles of RTS play—Warcraft style, which used GUIs accessed once a building was selected, and C&C style, which allowed construction of any unit from within a permanently visible menu—continued into the start of the next millennium.

Alone in the Dark (1992), while not the first survival horror game, planted the seeds of what would become known as the survival horror genre today. It took the action-adventure style and retooled it to de-emphasize combat and focus on investigation. An early attempt to simulate 3D scenarios by mixing polygons with 2D background images, it established the formula that would later flourish on CD-ROM based consoles, with games such as Resident Evil which coined the name “survival horror” and popularized the genre, and Silent Hill.

Adventure games continued to evolve, with Sierra Entertainment’s King’s Quest series, and LucasFilms’/LucasArts’ Monkey Island series bringing graphical interaction and the creation of the concept of “point-and-click” gaming. Myst and its sequels inspired a new style of puzzle-based adventure games. Published in 1993, Myst itself was one of the first computer games to make full use of the new high-capacity CD-ROM storage format. Despite Myst’s mainstream success, the increased popularity of action-based and real-time games led adventure games and simulation video games, both mainstays of computer games in earlier decades, to begin to fade into obscurity.

It was in the 1990s that Maxis began publishing its successful line of “Sim” games, beginning with SimCity, and continuing with a variety of titles, such as SimEarth, SimCity 2000, SimAnt, SimTower, and the best-selling PC game in history, The Sims, in early 2000.

In 1996, 3dfx Interactive released the Voodoo chipset, leading to the first affordable 3D accelerator cards for personal computers. These devoted 3D rendering daughter cards performed a portion of the computations required for more-detailed three-dimensional graphics (mainly texture filtering), allowing for more-detailed graphics than would be possible if the CPU were required to handle both game logic and all the graphical tasks. First-person shooter games (notably Quake) were among the first to take advantage of this new technology. While other games would also make use of it, the FPS would become the chief driving force behind the development of new 3D hardware, as well as the yardstick by which its performance would be measured, usually quantified as the number of frames per second rendered for a particular scene in a particular game.

Several other, less-mainstream, genres were created in this decade. Looking Glass Studios’ Thief: The Dark Project and its sequel were the first to coin the term “first person sneaker”, although it is questionable whether they are the first “first person stealth” games. Turn-based strategy progressed further, with the Heroes of Might and Magic (HOMM) series (from The 3DO Company) luring many mainstream gamers into this complex genre.

Id Software’s 1996 game Quake pioneered play over the Internet in first-person shooters. Internet multiplayer capability became a de facto requirement in almost all FPS games. Other genres also began to offer online play, including RTS games like Microsoft Game Studios’ Age of Empires, Blizzard’s Warcraft and StarCraft series, and turn-based games such as Heroes of Might and Magic. Developments in web browser plug-ins like Java and Adobe Flash allowed for simple browser-based games. These are small single player or multiplayer games that can be quickly downloaded and played from within a web browser without installation. Their most popular use is for puzzle games, side-scrollers, classic arcade games, and multiplayer card and board games.

Few new genres have been created since the advent of the FPS and RTS, with the possible exception of the third-person shooter. Games such as Grand Theft Auto III, Tom Clancy’s Splinter Cell, Enter the Matrix, and Hitman all use a third-person camera perspective, but are otherwise very similar to their first-person counterparts.

Decline of arcades

With the advent of 16-bit and 32-bit consoles, home video games began to approach the level of graphics seen in arcade games. An increasing number of players would wait for popular arcade games to be ported to consoles rather than going out. Arcades experienced a resurgence in the early to mid 1990s with games such as Street Fighter II and Mortal Kombat and other games in the one-on-one fighting game genre, and NBA Jam. As patronage of arcades declined, many were forced to close down. Classic coin-operated games have largely become the province of dedicated hobbyists and as a tertiary attraction for some businesses, such as movie theaters, batting cages, miniature golf, and arcades attached to game stores such as F.Y.E..

The gap left by the old corner arcades was partly filled by large amusement centers dedicated to providing clean, safe environments and expensive game control systems not available to home users. These are usually based on sports like skiing or cycling, as well as rhythm games like Dance Dance Revolution, which have carved out a large slice of the market. Dave & Buster’s and GameWorks are two large chains in the United States with this type of environment. Aimed at adults and older kids, they feature full service restaurants with full liquor bars and have a wide variety of video game and hands on electronic gaming options. Chuck E. Cheese’s is a similar type of establishment focused towards small children.

Handhelds come of age

In 1989, Nintendo released the Game Boy, the first handheld console since the ill-fated Microvision ten years before. The design team headed by Gunpei Yokoi had also been responsible for the Game & Watch systems. Included with the system was Tetris, a popular puzzle game. Several rival handhelds also made their debut around that time, including the Sega Game Gear and Atari Lynx (the first handheld with color LCD display). Although most other systems were more technologically advanced, they were hampered by higher battery consumption and less third-party developer support. While some of the other systems remained in production until the mid-90s, the Game Boy remained at the top spot in sales throughout its lifespan.

Mobile phone gaming

Mobile phones became videogaming platforms when Nokia installed Snake onto its line of mobile phones in 1998. Soon every major phone brand offered “time killer games” that could be played in very short moments such as waiting for a bus. Mobile phone games early on were limited by the modest size of the phone screens that were all monochrome and the very limited amount of memory and processing power on phones, as well as the drain on the battery.

Fourth generation consoles (1989–1999) (16-bit)

The Mega Drive\Sega Mega Drive\Genesis proved its worth early on after its debut in 1989. Nintendo responded with its own next generation system known as the Super NES in 1991. The TurboGrafx-16 debuted early on alongside the Genesis, but did not achieve a large following in the U.S. due to a limited library of games and excessive distribution restrictions imposed by Hudson.

The intense competition of this time was also a period of not entirely truthful marketing. The TurboGrafx-16 was billed as the first 16-bit system but its central processor was an 8-bit HuC6280, with only its HuC6270 graphics processor being a true 16-bit chip. Additionally, the much earlier Mattel Intellivision contained a 16-bit processor. Sega, too, was known to stretch the truth in its marketing approach; they used the term “Blast Processing” to describe the simple fact that their console’s CPU ran at a higher clock speed than that of the SNES (7.67 MHz vs 3.58 MHz).

In Japan, the 1987 success of the PC Engine (as the TurboGrafx-16 was known there) against the Famicom and CD drive peripheral allowed it to fend off the Mega Drive (Genesis) in 1988, which never really caught on to the same degree as outside Japan. The PC Engine eventually lost out to the Super Famicom, but, due to its popular CD add-ons, retained enough of a user base to support new games well into the late 1990s.

CD-ROM drives were first seen in this generation, as add-ons for the PC Engine in 1988 and the Mega Drive in 1991. Basic 3D graphics entered the mainstream with flat-shaded polygons enabled by additional processors in game cartridges like Virtua Racing and Star Fox.

SNK’s Neo-Geo was the most expensive console by a wide margin when it was released in 1990, and would remain so for years. It was also capable of 2D graphics in a quality level years ahead of other consoles. The reason for this was that it contained the same hardware that was found in SNK’s arcade games. This was the first time since the home Pong machines that a true-to-the-arcade experience could be had at home.

This generation ended with the SNES’s discontinuation in 1999.

Fifth generation consoles (1993–2006) (32 and 64-bit)

In 1993, Atari re-entered the home console market with the introduction of the Atari Jaguar. Also in 1993, The 3DO Company released the 3DO Interactive Multiplayer, which, though highly advertised and promoted, failed to catch up to the sales of the Jaguar, due its high pricetag. Both consoles had very low sales and few quality games, eventually leading to their demise. In 1994, three new consoles were released in Japan: the Sega Saturn, the PlayStation, and the PC-FX, the Saturn and the PlayStation later seeing release in North America in 1995. The PlayStation quickly outsold all of its competitors, with the exception of the aging Super Nintendo Entertainment System, which still had the support of many major game companies.

The Virtual Boy from Nintendo was released in 1995 but did not achieve high sales. In 1996 the Virtual Boy was taken off the market.

After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996. The console’s flagship title, Super Mario 64, became a defining title for 3D platformer games.

PaRappa the Rapper popularized rhythm, or music video games in Japan with its 1996 debut on the PlayStation. Subsequent music and dance games like beatmania and Dance Dance Revolution became ubiquitous attractions in Japanese arcades. While Parappa, DDR, and other games found a cult following when brought to North America, music games would not gain a wide audience in the market until the next decade. Also in 1996 Capcom released Resident Evil, the first well known survival horror game. It was a huge success selling over 2 million copies and is considered one of the best games on the Playstation.

Other milestone games of the era include Rare’s Nintendo 64 title GoldenEye 007 (1997), which was critically acclaimed for bringing innovation as being the first major first-person shooter that was exclusive to a console, and for pioneering certain features that became staples of the genre, such as scopes, headshots, and objective-based missions. The Legend of Zelda: Ocarina of Time (1998) for the Nintendo 64 is widely considered the highest critically acclaimed game of all time. The title also featured many innovations such as Z-targeting which is commonly used in many games today.

Nintendo’s choice to use cartridges instead of CD-ROMs for the Nintendo 64, unique among the consoles of this period, proved to have negative consequences. While cartridges were faster and combated piracy, CDs could hold far more data and were much cheaper to produce, causing many game companies to turn to Nintendo’s CD-based competitors. In particular, Square, which had released all previous games in its Final Fantasy series for Nintendo consoles, now turned to the PlayStation; Final Fantasy VII (1997) was a huge success, establishing the popularity of role-playing games in the west and making the PlayStation the primary console for the genre.

By the end of this period, Sony had become the leader in the video game market. The Saturn was moderately successful in Japan but a commercial failure in North America and Europe, leaving Sega outside of the main competition. The N64 achieved huge success in North America and Europe, though it never surpassed PlayStation’s sales or was as popular in Japan.

This generation ended with the PlayStation discontinuation in March 2006.

Transition to 3D and CDs

The fifth generation is most noted for the rise of fully 3D games. While there were games prior that had used three dimensional environments, such as Virtua Racing and Star Fox, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into full 3D. Super Mario 64 on the N64, Crash Bandicoot on the PlayStation and Nights into Dreams on the Saturn, are prime examples of this trend. Their 3D environments were widely marketed and they steered the industry’s focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. Games like GoldenEye 007, The Legend Of Zelda: Ocarina of Time or Virtua Fighter were nothing like shoot-em-ups, RPG’s or fighting games before them. 3D became the main focus in this era as well as a slow decline of cartridges in favor of CDs.

2000s

The first decade of the 2000s showed innovation on both consoles and PCs, and an increasingly competitive market for portable game systems.

The phenomena of user-created modifications (or “mods”) for games, one trend that began during the Wolfenstein 3D and Doom-era, continued into the turn of the millennium. The most famous example is that of Counter-Strike; released in 1999, it is still the most popular online first-person shooter, even though it was created as a mod for Half-Life by two independent programmers. Eventually, game designers realized the potential of mods and custom content in general to enhance the value of their games, and so began to encourage its creation. Some examples of this include Unreal Tournament, which allowed players to import 3dsmax scenes to use as character models, and Maxis’ The Sims, for which players could create custom objects.

Mobile games

Mobile gaming interest was raised when Nokia launched its N-Gage phone and handheld gaming platform in 2003. While about two million handsets were sold, the product line wasn’t seen as a success and withdrawn from Nokia’s lineup. Meanwhile many game developers had noticed that more advanced phones had color screens and reasonable memory and processing power to do reasonable gaming. Mobile phone gaming revenues passed 1 billion dollars in 2003, and passed 5 billion dollars in 2007, accounting for a quarter of all videogaming software revenues. More advanced phones came to the market such as the N-Series smartphone by Nokia in 2005 and the iPhone by Apple in 2007 which strongly added to the appeal of mobile phone gaming. In 2008 Nokia didn’t revise the N-Gage brand but only published a software library of games to its top-end phones. At Apple’s App Store in 2008, more than half of all applications sold were games for the iPhone.

Sixth generation consoles (1998-2005)

In the sixth generation of video game consoles, Sega exited the hardware market, Nintendo fell behind, Sony solidified its lead in the industry, and Microsoft developed a gaming console.

The generation opened with the launch of the Dreamcast in 1998. It was the first console to have a built-in modem for Internet support and online play. While it was initially successful, sales and popularity would soon begin to decline with contributing factors being Sega’s damaged reputation from previous commercial failures, software pirating, and the overwhelming anticipation for the upcoming Playstation 2. Production for the console would discontinue in most markets by 2002 and would be Sega’s final console before becoming a third party game provider only.

The second release of the generation was Sony’s Playstation 2. Nintendo followed a year later with the Nintendo GameCube, their first disc-based console. The Nintendo GameCube suffered from a lack of third-party games compared to Sony’s system, and was hindered by a reputation for being a “kid’s console” and lacking the mature games the current market appeared to want.

Before the end of 2001, Microsoft Corporation, best known for its Windows operating system and its professional productivity software, entered the console market with the Xbox. Based on Intel’s Pentium III CPU, the console used much PC technology to leverage its internal development. In order to maintain its hold in the market, Microsoft reportedly sold the Xbox at a significant loss and concentrated on drawing profit from game development and publishing. Shortly after its release in November 2001 Bungie Studio’s Halo: Combat Evolved instantly became the driving point of the Xbox’s success, and the Halo series would later go on to become one of the most successful console shooters of all time. By the end of the generation, the Xbox had drawn even with the Nintendo GameCube in sales globally, but since nearly all of its sales were in North America, it pushed Nintendo into third place in the American market.

In 2001 Grand Theft Auto III was released, popularizing open world games by using a non-linear style of gameplay. It was very successful both critically and commercially and is considered a huge milestone in gaming.

Nintendo still dominated the handheld gaming market in this generation. The Game Boy Advance in 2001, maintained Nintendo’s market position. Finnish cellphone maker Nokia entered the handheld scene with the N-Gage, but it failed to win a significant following.

Console gaming largely continued the trend established by the PlayStation toward increasingly complex, sophisticated, and adult-oriented gameplay. Most of the successful sixth-generation console games were games rated T and M by the ESRB, including many now-classic gaming franchises such as Halo and Resident Evil, the latter of which was notable for both its success and its notoriety. Even Nintendo, widely known for its aversion to adult content (with very few exceptions most notably Conker’s Bad Fur Day for the Nintendo 64), began publishing more M-rated games, with Silicon Knights’s Eternal Darkness: Sanity’s Requiem and Capcom’s Resident Evil 4 being prime examples. This trend in hardcore console gaming would partially be reversed with the seventh generation release of the Wii. As of 2011, the PlayStation 2 is still in production and continues to sell steadily over a decade after its original release.

Return of alternate controllers

One significant feature of this generation was various manufacturers’ renewed fondness for add-on peripheral controllers. While alternate controllers weren’t new, as Nintendo featured several with the original NES and PC gaming has previously featured driving wheels and aircraft joysticks, for the first time console games using them became some of the biggest hits of the decade. Konami introduced a soft plastic mat versions of its foot controls for its Dance Dance Revolution franchise in 1998. Sega’s alternate peripherals included Samba De Amigo’s maraca controllers. Nintendo introduced a bongo controller for a few titles in its Donkey Kong franchise. Publisher RedOctane introduced Guitar Hero and its distinctive guitar-shaped controllers for the PlayStation 2. Meanwhile, Sony introduced the EyeToy peripheral, a camera that could detect player movement, for the PlayStation 2.

Online gaming rises to prominence

As affordable broadband Internet connectivity spread, many publishers turned to online gaming as a way of innovating. Massively multiplayer online role-playing game (MMORPGs) featured significant titles for the PC market like EverQuest, World of Warcraft, and Ultima Online. Historically, console based MMORPGs have been few in number due to the lack of bundled Internet connectivity options for the platforms. This made it hard to establish a large enough subscription community to justify the development costs. The first significant console MMORPGs were Phantasy Star Online on the Sega Dreamcast (which had a built in modem and after market Ethernet adapter), followed by Final Fantasy XI for the Sony PlayStation 2 (an aftermarket Ethernet adapter was shipped to support this game). Every major platform released since the Dreamcast has either been bundled with the ability to support an Internet connection or has had the option available as an aftermarket add-on. Microsoft’s Xbox also had its own online gaming service called Xbox Live. Xbox Live was a huge success and proved to be a driving force for the Xbox with games like Halo 2 that were overwhelmingly popular.

Rise of casual PC games

Beginning with PCs, a new trend in casual gaming, games with limited complexity that were designed for shortened or impromptu play sessions, began to draw attention from the industry. Many were puzzle games, such as Popcap’s Bejeweled and PlayFirst’s Diner Dash, while others were games with a more relaxed pace and open-ended play. The biggest hit was The Sims by Maxis, which went on to become the best selling computer game of all time, surpassing Myst.

Other casual games include Zynga Games like Mafia Wars, FarmVille, Cafe World, among many others, which are tied into social networking sites such as Myspace and Facebook. These games are offered freely with the option buy in game items, and stats for money and/or reward offers.

Seventh generation consoles (2005-Present)

The generation opened early for handheld consoles, as Nintendo introduced their Nintendo DS and Sony premiered the PlayStation Portable (PSP) within a month of each other in 2004. While the PSP boasted superior graphics and power, following a trend established since the mid 1980s, Nintendo gambled on a lower-power design but featuring a novel control interface. The DS’s two screens, one of which was touch-sensitive, proved extremely popular with consumers, especially young children and middle-aged gamers, who were drawn to the device by Nintendo’s Nintendogs and Brain Age series, respectively. While the PSP attracted a significant portion of veteran gamers, the DS allowed Nintendo to continue its dominance in handheld gaming. Nintendo updated their line with the Nintendo DS Lite in 2006, the Nintendo DSi in 2008 (Japan) and 2009 (Americas and Europe), and the Nintendo DSi XL while Sony updated the PSP in 2007 and again with the smaller PSP Go in 2009. Nokia withdrew their N-Gage platform in 2005 but reintroduced the brand as a game-oriented service for high-end smartphones on April 3, 2008.

Apple Inc. entered the realm of mobile gaming hardware with the release the App Store for the iPhone and iPod Touch in the summer of 2008. The greatest shift brought by Apple’s entry was to abandon the traditional reliance on “brick and mortar” retail sales for software purchases; instead, the iPhone platform relies entirely on digitally-distributed content.

In console gaming, Microsoft stepped forward first in November 2005 with the Xbox 360, and Sony followed in 2006 with the PlayStation 3, released in Europe in March 2007. Setting the technology standard for the generation, both featured high-definition graphics, large hard disk-based secondary storage, integrated networking, and a companion on-line gameplay and sales platform, with Xbox Live and the PlayStation Network, respectively. Both were formidable systems that were the first to challenge personal computers in power (at launch) while offering a relatively modest price compared to them. While both were more expensive than most past consoles, the Xbox 360 enjoyed a substantial price edge, selling for either $300 or $400 depending on model, while the PS3 launched with models priced at $500 and $600. Coming with Blu-ray and Wi-Fi, the PlayStation 3 was the most expensive game console on the market since Panasonic’s version of the 3DO, which retailed for little under 700USD.

Nintendo would release their Wii console shortly after the PlayStation 3′s launch, and the platform would put Nintendo back on track in the console race. While the Wii had lower technical specifications (and a lower price) than both the Xbox 360 and PlayStation 3, its new motion control was much touted. Many gamers, publishers, and analysts initially dismissed the Wii as an underpowered curiosity, but were surprised as the console sold out through the 2006 Christmas season, and remained so through the next 18 months, becoming the fastest selling game console in most of the world’s gaming markets.

In June 2009, Sony announced that it would release its PSP Go for 249.99USD on October 1 in Europe and North America, and Japan on November 1. The PSP Go was a newer, slimmer version of the PSP, which had the control pad slide from the base, where its screen covers most of the front side.

Increases in development budgets

With high definition video an undeniable hit with veteran gamers seeking immersive experiences, expectations for visuals in games along with the increasing complexity of productions resulted in a spike in the development budgets of gaming companies. While many game studios saw their Xbox 360 projects pay off, the unexpected weakness of PS3 sales resulted in heavy losses for some developers, and many publishers broke previously arranged PS3 exclusivity arrangements or cancelled PS3 game projects entirely in order to cut losses.

Nintendo capitalizes on casual gaming

Meanwhile, Nintendo took cues from PC gaming and their own success with the Nintendo Wii, and crafted games that capitalized on the intuitive nature of motion control. Emphasis on gameplay turned comparatively simple games into unlikely runaway hits, including the bundled game, Wii Sports, and Wii Fit. As the Wii sales spiked, many publishers were caught unprepared and responded by assembling hastily-created titles to fill the void. Although some hardcore games continued to be produced by Nintendo, many of their classic franchises were reworked into “bridge games”, meant to provide new gamers crossover experiences from casual gaming to deeper experiences, including their flagship Wii title, Super Mario Galaxy, which in spite of its standard-resolution graphics dominated critics’ “best-of” lists for 2007. Many others, however, strongly criticized Nintendo for its apparent spurning of its core gamer base in favor of a demographic many warned would be fickle and difficult to keep engaged.

Motion control revolutionizes game play

The way gamers interact with games changed dramatically, especially with Nintendo’s wholesale embrace of motion control as a standard method of interaction. The Wii Remote implemented the principles to be a worldwide success. To a lesser extent, Sony experimented with motion in its Sixaxis and subsequent DualShock 3 controller for the PS3, while Microsoft continually mentioned interest in developing the technology for the Xbox 360, such as Project Natal. While the Wii’s infrared-based pointing system has been widely praised, and cited as a primary reason for the success of games such as Nintendo’s Metroid Prime 3: Corruption and EA’s Medal of Honor: Heroes 2. Despite the success of these titles, reliable motion controls have been more elusive, with even the most refined motion controls failing to achieve true 1-to-1 reproduction of player motion on-screen. Some players have even found that they must move slower than they would like or the Wii will not register their movements, but this is rare. Nintendo’s 2008 announcement of its Wii MotionPlus module intends to address these concerns.

Alternate controllers also continue to be important in gaming, as the increasingly involved controllers associated with Red Octane’s Guitar Hero series and Harmonix’s Rock Band demonstrate. In addition to this, Nintendo has produced various add-on attachments meant to adapt the Wii Remote to specific games, such as the Wii Zapper for shooting games and the Wii Wheel for driving games. With the introduction of the Balance Board in Nintendo’s Wii Fit package, motion controls have been extended to players’ feet. Third party efforts from THQ, EA, and other publishers that integrate Nintendo’s Balance Board are expected in 2009.

At Electronic Entertainment Expo 2009, Microsoft and Sony each presented their own new motion controllers: Project Natal (later renamed Kinect) and PlayStation Move, respectively.

Cloud Computing comes to games

In 2009, a few cloud computing services were announced targeted at video games. These services allow the graphics rendering of the video games to be done away from the end user, and a video stream of the game to be passed to the user. OnLive allows the user to communicate with their servers where the video game rendering is taking place. Gaikai streams games entirely in the user’s browser or on an internet-enabled device.

2010s

The new decade has seen rising interest in the possibility of next generation consoles being developed in keeping with the traditional industry model of a five-year console lifecycle. However, in the industry there is believed to be a lack of desire for another race to produce such a console. Reasons for this include the challenge and massive expense of creating consoles that are graphically superior to the current generation, with Sony and Microsoft still looking to recoup development costs on its current consoles and the failure for content-creation tools to keep up with the increased demands placed upon the people creating the resources such as art for the games on those consoles. The focus for new technologies is likely to shift onto motion-based consoles and peripherals, such as Nintendo Wii, Microsoft’s Kinect, and Sony’s PlayStation Move.

On June 14, 2010, during E3, Microsoft revealed their new Xbox 360 console referred to as the Xbox 360 S or Slim. Microsoft’s made the unit smaller and quieter, while also installing a 250GB hard drive and built-in 802.11n WiFi. It starting shipping to US stores the same day, not reaching Europe until July 13. The Onlive cloud based gaming system would be one of the first cloud gaming systems known in video game history.

On January 27, 2011, the PlayStation Vita (know at the time as Next Generation Portable) was announced. It has a front touch screen and a rear touch pad, two analog sticks, 3G and WiFi connection, Sixaxis control and is to compete with the Nintendo 3DS. It is due to be released by the end of 2011 in Japan and North America, and by the end of the fiscal year for Europe.

Gaming without controllers

In 2010, motion control expanded to both the PlayStation 3 and Xbox 360.

On September 17, 2010, Sony released PlayStation Move, which uses the PlayStation Eye camera to track the motion of a wand controller. Move has sold 8.8 million as of E3 2011.

On November 27, 2010, Microsoft released Kinect as a peripheral for the Xbox 360; it was packaged with the console as well. It uses a sensor and dual-camera device to track the motion of the players themselves, becoming the first motion control system to not require a controller. It sold an average of 133,333 units a day for the first 60 days and a total of 6 million units during the same period, earning it the Guinness World Record for the “fastest selling consumer electronics device”. Sales passed 10 million units as of March 9, 2011.

Glasses-free 3D

On March 25, 2011 in Europe, and March 27 in the USA. Nintendo released his new handheld: the successor to the Nintendo DS known as the Nintendo 3DS. The system incorporates 3D graphics using parallax barrier technology rather than glasses. Other features include three cameras (one internal and a dual 3D external set), a motion sensor, a gyro sensor and a Slide Pad that allows 360-degree analog input. Sony is also using 3D technology, with some PS3 games compatible with their 3D TV, the Sony Bravia, also using 3D glasses.

Touchscreen controller

On April 25th, Nintendo released a statement officially announcing a system to succeed the Wii. The new console (codenamed Project Café) was officially introduced on June 7th 2011 with the official name Wii U. It is stated to be released during 2012 and that playable console units would be present at E3 2011. Features of the new console include a controller with a 6.2 inch touch screen built-in that allows some games to be played without the need of a TV set, and can be used as a second screen providing additional info and interactivity with other ones. Hardware from its predecessor like the Wii Remote and the Wii Balance Board are confirmed to work with the new console.

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Need for Speed All Releases

Need for Speed (NFS) is a series of racing video games published by Electronic Arts EA and developed by several studios including Canadian based company EA Black Box. It is the most successful racing video game series in the world, and one of the most successful video game franchises of all time. As of October 2009, over 100 million copies of games in the Need for Speed series have been sold.

The series was originally developed by the Canadian based company Distinctive Software, which became known as EA Canada. The series debuted with The Need for Speed in North America, Japan, and Europe in 1994. Initially, the series was exclusive to the fifth generation consoles and was featured in all of the seventh generation video game consoles by 2008. The games consist mainly of racing with various cars on various tracks, and to some extent, include police pursuits in races. In Japan, the series was released as Over Drivin. After the release of Need for Speed: High Stakes, it adopted the western name. Since Need for Speed: Underground, the series has integrated car body customization into gameplay.

1. The Need for Speed (1994)

The original Need for Speed was released for 3DO in 1994 with versions released for the PC (DOS) (1995), PlayStation & Saturn (1996) following shortly afterwards. Most cars and tracks are available at the beginning of the game, and the objective is to unlock the remaining locked content by winning tournaments. The first version featured chases by police cars which remained a popular theme throughout the series – the so-called Hot Pursuit editions (Need for Speed III: Hot Pursuit, Need for Speed: High Stakes, Need for Speed: Hot Pursuit 2, Need for Speed: Most Wanted, Need for Speed: Carbon and Need for Speed: Undercover) and have sold better in the marketplace than intervening versions. The initial version also featured an obnoxious opponent who taunted the player if the computer won the race or the player is arrested (if the player is ticketed several times).

The first installment of the NFS was one of only two serious attempts by the series to provide a realistic simulation of car handling and physics without arcade elements (the other being Porsche Unleashed). Electronic Arts teamed up with automotive magazine Road & Track to match vehicle behaviour, including the mimicking of the sounds made by the vehicles’ gear control levers. The game also contained precise vehicle data with spoken commentary, several “magazine style” images of each car interior and exterior and even short video-clips highlighting the vehicles set to music.

Another version of the game, called The Need for Speed: Special Edition, is based on the 1995 PC release of the game, and was released only for PC CD-ROM in 1996. It featured support for DirectX 2 and TCP/IP networking, two new tracks, time of day variations for most tracks (morning, midday and evening), and various enhancements in the game engine.

The Need for Speed and its Special Edition are the only games in the series to support DOS. Subsequent releases for the PC run only within Windows.

2. The Need for Speed II (1997)

Need for Speed II featured some of the rarest and most exotic vehicles ever available, including the Ford Indigo concept vehicle, and features country-themed tracks from North America, Europe, Asia and Australia. A new racing mode was also introduced in NFS II dubbed Knockout, where the last racers to finish laps will be eliminated until the only leading racer remains, and wins.

Foregoing the realism of the first Need for Speed, NFS II provided a more arcade-like gameplay style, while maintaining the intricately designed levels.[verification needed] In addition, track design was more open-ended; players could now “drive” off the asphalt, and even cut across fields to take advantage of shortcuts.

The PlayStation port of NFS II is the first PlayStation game to take advantage of not only the NeGcon controller, but both the Dual Analog and the DualShock controllers as well.

The special edition of NFS II, Need for Speed II: Special Edition includes one extra track, extra cars, and support for Glide, the then-burgeoning 3D graphics standard used in 3dfx’s Voodoo and Voodoo 2 graphics cards.

3. Need for Speed III: Hot Pursuit (1998)

Need for Speed III: Hot Pursuit added Hot Pursuit mode, in which the player either attempted to outrun the police or be the cop, arresting speeders.

NFS III took advantage of the multimedia capabilities of the CD-ROM by featuring audio commentary, picture slideshows and music videos. This game also is the first in the series to allow the downloading of additional cars from the official website. As a result, modding communities have sprung up to create more vehicles which would otherwise be unavailable to the game. The PC version is also the first game in Need for Speed series to support Direct 3D hardware 3D acceleration.

4. Need for Speed: High Stakes/Need for Speed: Road Challenge (1999)

High Stakes (North American and Australian title), also known as Road Challenge (European and Brazilian title), was released in the summer of 1999.

High Stakes introduced several new types of gameplay: High Stakes, Getaway, Time Trap, and Career. High Stakes is a racing mode (within Career) in which the reward was the losing player’s car. Getaway requires the player to outrun many pursuing police vehicles for a given time period. Time Trap is where the racer has to finish a certain amount of laps within the time limit, with police cars trying to slow them down. Career mode incorporates a monetary reward system that allows a player to purchase vehicles and performance upgrades while earning cash by racing in a chronological set of tournaments. Another innovation is the introduction of damage models. Vehicles which have been involved in accidents featured visibly crushed car bodies and suffered from performance penalties. After a race in Career mode, the player is given the option to purchase repairs. The mode also allows players, for the first time, to upgrade cars, although the feature simply consists of switching between three upgrade levels for each car.

The PlayStation version of the game, released some months before the PC version, features improved gameplay. Only all-new tracks were implemented without the additional rehashes from NFS III in the PC version. Additionally, the AI in the game was more advanced; the five AIs known as Nemesis, Bullit, Frost, Ranger, and Chump featured different driving characteristics (i.e. Nemesis would hound the player until a slipup occurs, whilst Bullit exhibits a more aggressive style, occasionally ramming into the player’s vehicle). Also, The Aston Martin DB7 was in the game at release while the PC version required that you would need to download it online to put it in the game. In the PlayStation version, the Mclaren F1 GTR was based on the 1997 Long Tail while the PC version was based on the original 95/96 version.

5. Need for Speed: Porsche Unleashed/Need for Speed: Porsche 2000 (2000)

Porsche Unleashed (North America and Latin America title), Porsche 2000 (European title) or simply Porsche (in Germany) is different from the previous versions because it featured only Porsches and featured a wealth of information regarding them. The vehicle handling is considered the most realistic in any NFS game, and there is an in-depth catalogue of different Porsche parts that span throughout the years. The player had to win races in the Evolution career mode to unlock cars in chronological order from 1950 to 2000. Porsche Unleashed also featured a Factory Driver mode, where the player had to test Porsches with various stunts and move on with their career. The game is also the first in the series since the first NFS game to not feature a split screen mode. In later years, it was released for the Game Boy Advance.

In terms of game construction, it is most often hailed as Need For Speed’s best collaborated effort to bring forth one singular car brand and amplify and deepen the depth of knowledge both on history and motor functions. It features historical videos as well as several modern and older photos of Porsche vehicles. The Evolution concept was a hit for many people, creating many new Porsche fans due to the game’s high level of academia and depth of Porsche cars. The Factory Driver was also a different kind of unlocking, except to do with performing and excelling in certain slaloms, speed races, deliveries, etc.

6. Need for Speed: Hot Pursuit 2 (2002)

Need for Speed: Hot Pursuit 2 was the debut Need for Speed title from the newly formed EA Black Box (created after the purchase of Black Box Games in Vancouver), and the first Need For Speed for the sixth generation of consoles. Hot Pursuit 2 draws primarily from the gameplay and style of NFS III; its emphasis was on evading the police and over-the-top tracks featuring lengthy shortcuts. Although the game allowed players to play as the police, the pursuit mode was drastically less realistic than preceding versions of NFS; players merely needed to “tap” a speeder a certain number of times to arrest them, as opposed to using actual police tactics such as the PIT maneuver to immobilize a speeding vehicle.

This was the first Need for Speed version since the start of the series that did not feature a true “in the driving seat” camera view, complete with steering wheel, dashboard etc. In some ways this can be considered to be the landmark in EA’s move from realistic racing to arcade street racing. It is also the last game in the Need for Speed series for PC to feature the split-screen two player mode introduced in Need for Speed II.

For the multiplayer mode of the PC version, GameSpy’s internet matchmaking system was used in place of Local Area Network (LAN) play. Hot Pursuit 2 is also the first Need for Speed to forego an original instrumental rock/techno soundtrack in favor of songs sung by licensed song artists under the EA Trax label.

Different versions of the game were produced for each game platform; the Xbox, GameCube and PC versions were developed in EA Seattle, while the PS2 version was developed by Black Box Games in Vancouver.

7. Need for Speed: Underground (2003)

Need for Speed: Underground proposed a shift from semi-professional racing and isolated circuits to the street racing style of other arcade racing series: all circuits are now part of a single map, Olympic City, except for drifts. This game introduced three new play modes (Drag, Drift and Sprint) and tuning with more options than in the previous attempt, High Stakes. Underground was also the first game in the series to feature a story, told via pre-rendered videos, completely rebooting the franchise.

The game features tuner cars and focuses on the import tuner culture shown in movies like the Fast and the Furious and 2 Fast 2 Furious. The game has a wide variety of tuning options such as widebody kits, bumpers, spoilers, rims, hoods, roof scoops, window tints, neon, decals, vinyls, paint and performance upgrades such as engine and NOS. City street racing is the primary focus of the game.

Due to law enforcement reasons, there were no cops in Underground and Underground 2, which drew criticism as cops were an important part of previous titles’ gameplay. The game received good reviews which generally criticised cops not being in the game.

Most of the new elements in Underground have become defining marks of later installments in the Need for Speed series.

This was the first Need for Speed to require Hardware Transform and Lighting in Graphics Cards.

8. Need for Speed: Underground 2 (2004)

Need for Speed: Underground 2, the sequel to the commercial hit Need for Speed: Underground, was released on 15 November 2004. A demo of the game was placed as a “late” easter egg in finished copies of the EA Games and Criterion Games collaboration Burnout 3: Takedown, and completed versions of NFSU2 also have a demo of Burnout 3 in the game.

In Underground 2, the story bob continues, but there are new racing modes such as the Underground Racing League and Street X, new and more tuning options, as well as a new method of selecting races—just driving around the city (similar to Grand Theft Auto and Midnight Club II) and selecting race “beacons”. Also included is an “outrun” mode where a player can challenge random opponents on the road and the race leader will attempt to distance themselves away from the opponent to defeat the opponent (similar to Tokyo Xtreme Racer). Underground 2 also introduces several SUVs, which could be customized as extensively as other Underground 2 vehicles and used to race against other SUV racers.

The customization features in the game was significantly expanded to modifications that have no actual effect on vehicle performance. The sound systems could be put in the trunk of cars, but served no purpose other than sheer flash. The game also features more extensive product placement for companies with no connection to auto racing, such as integrating the logo for Cingular Wireless, an American wireless communications company, into the game’s messaging system and displaying it on-screen for much of the gameplay.This game has extensive amount of customization.

The performance and handling of the car is not only affected from “performance shops”, but cosmetic modifications, like spoilers and hoods, which affect the downforce of the car.

Need for Speed: Underground Rivals was the first Need for Speed game released on the PlayStation Portable. It is the PSP equivalent of Need for Speed: Underground 2, and was released on 24 February 2005 in Japan, 14 March 2005 in North America, and 1 September 2005 in Europe. The title went Platinum in Europe on 30 June 2006. It had no free roam and the cars were very limited.

9. Need for Speed: Most Wanted (2005)

Need for Speed: Most Wanted was released on 16 November 2005, and was one of the first games released for the Xbox 360. Police chases make a comeback and represent a significant body of the gameplay, and includes the Grand Theft Auto-like free-roaming of Underground 2, but with less extensive vehicle customization features than in the Underground series. The customization options are improved slightly in the latter need for speed titles. The story mode is presented in a significantly different style from Underground, with CGI effects mixed with live action, which was used in later games, such as Need For Speed Carbon. The mode also features the Blacklist, a crew consisting of 15 racers that the player must beat one-by-one to unlock parts, cars, tracks, and to complete career mode. The player has to meet certain requirements before he can take on the next Blacklist rival, such as races completed, bounty earned, etc.

A special “Black Edition” of Most Wanted was also released, which features additional races and challenges, and a few bonus cars, including a specially-tuned BMW E46 (M3) GTR, a 1967 Chevrolet Camaro, a red Chevrolet Corvette C6.R, a Porsche, and a few others, and also includes a Black Edition-only behind-the-scenes DVD. Both versions of Most Wanted are available for the PlayStation 2, Xbox, Nintendo DS, and Windows-based PCs. Only the standard edition of Most Wanted is available for GameCube and Xbox 360 (“Black Edition” was not produced for these platforms). Black Edition was made for the tenth anniversary of the Need for Speed series. In Germany the “Black Edition” was only released for PS2.

The PSP port of Need for Speed: Most Wanted is Need for Speed: Most Wanted 5-1-0. It was released on the Gamecube, Xbox 360, PS2, Xbox, GBA, PC and DS.

10. Need for Speed: Carbon (2006)

Need for Speed: Carbon saw the return of nighttime-only racing, and a selection of cars similar to that of Most Wanted, including compact cars and sports cars associated with import culture, American muscle cars, and supercars. Carbon also introduces a new feature wherein the player is allowed to form a “crew,” to which members with different abilities may be chosen that aid the player in races. Drift events returned to the series in Carbon. It also continues the story of the player from NFSMW. However, the game has far less emphasis on the police than NFSMW.

The game was released on 31 October 2006 for Windows-based personal computers, Playstation 2 and Xbox 360, and this is the first Need for Speed game for Playstation 3 and Nintendo Wii and it’s the last NFS game for Nintendo Gamecube and Xbox, followed by video game consoles and handheld game consoles. Carbon’s handheld port is known as Need for Speed Carbon: Own the City. Drag racing was removed from the series, but a new type of race called “Canyon Duel” was added, where the player and a game boss take turns racing down a canyon, trying to stay as close to the leader as possible. The closer the player is to the leader, the more points they accrue. If the player is unable to overtake the leader and remain in front (10 seconds), it will go down to the next round where the player must stay as far ahead as possible to gain more points and win against the boss.

Another new feature is “Autosculpt”, which allows players to custom-fabricate their own ground effects, rims, hoods, and other parts. The cars featured on the front cover of game are the Mitsubishi Lancer Evolution IX and Dodge Challenger. The car featured on the front cover of the Collector’s Edition is the Mitsubishi Lancer Evolution IX.

The Wii port lacked online play, but made full use of the Wii Remote and Nunchuk.

The Need for Speed: Carbon “Collector’s Edition” features 4 exclusive cars, 10 pre-tuned cars, 6 new races, 3 unique challenge events, 10 unique vinyls and a Bonus DVD showing the making of Carbon and showcasing all the cars used in the game. The Collector’s Edition also features alternate box art and metallic finish packaging. Although the Mac edition doesn’t display the Collector’s Edition title, it contains all Collector’s Edition features.

11. Need for Speed: ProStreet (2007)

Need for Speed: ProStreet is the 2007 released title in the Need for Speed series. Key features of the game include realistic damage, a return to realistic racing (instead of the arcade-like racing of previous titles), modeling, burnouts and more. The game also lacks the free roam mode in which players can roam the streets. Instead, all of the races are on closed race tracks that take place on organized race days. The game consisted of Drag races, Speed challenges, Grip races (circuit racing), and drift races. you would progress through the career mode dominating racedays, unlocking events, and going to showdowns. you could improve your cars, but the main focus was on dominating each raceday to unlock more. you would eventually end up unlocking one or up to all of the elite kings-Drag, Speed, Drift, and Grip kings. you would go to racedays and compete against others that get progressively better and just race the certain kind multiple times, until you could face the king, and win. you would then receive their car as a “gift” for beating the highest level of that type of racing. There is also a king over all of the types- Ryo. he is very good at everything, and you have to be able to beat him in everything to win his car.

The game was released on 14 November 2007 in North America and on 23 November 2007 in Europe. However sales were poor and critics bashed the game because of its awkward, unrealistic physics engine, boring single player career mode and unresponsive controls.

The “Collector’s Edition” for PC, Xbox 360 and PlayStation 3 adds another 5 new cars. It is available via download.

12. Need for Speed: Undercover (2008)

Need for Speed: Undercover was released on 18 November 2008. The game had a significantly longer development cycle than previous games, taking 16 months to develop.

The game focuses on, like NFS Most Wanted, tuning and cop chases. The game features 50+ cars. The game takes place in a fictional city, in a Tri-city Bay area. The player’s role is an undercover cop, trying to stop the racers. The game contains live-action cutscenes which feature the actress Maggie Q. The game also features a damage system and now parts can break off after a crash. However, the player doesn’t need to pay for the damage and the car is repaired automatically after each race, unlike 2007′s Need For Speed Pro Street.

EA Games president Frank Gibeau stated that due to the fact that the sales of ProStreet didn’t live up to EA’s hopes for the game, the franchise will go back to its “roots” with a number of features, including open-world racing and a new highway battle mode. The game was met with average responses, mostly in the 65% to 70% range, but the responses were higher than ProStreet (one response was higher than 70%, three of them were below a 65%).

The “Collector’s Edition” for PlayStation 3 and Xbox 360 adds another 5 new cars, plus twelve new circuit, sprint and checkpoint track configurations. Also included are specially tuned versions of ten existing cars which are available in quick race & online modes, plus 35 exclusive vinyls for adding a unique visual style to any of your cars.

EA also ported Undercover to various mobile devices. It is available for purchase and download in the iTunes App Store for the iPod Touch and iPhone, and in the Palm App Catalog for the Palm Pre, and Windows Mobile. It is also the last Need for Speed game for PlayStation 2.

13. Need for Speed: Shift (2009)

Need for Speed: Shift, released on 15 September 2009, primarily centers around legal races in real-life racing circuits around the world, and maintain its mix of exotic, import and muscle cars. It features 60+ cars, divided into 4 tiers. It features 19 tracks, some of which are actual licensed tracks and others which are fictional. In addition to improved driving simulation and an adaptive difficulty, the game reintroduces cockpit view, the first in the series since Need for Speed: Porsche Unleashed. NFS Shift focuses on racing simulation rather than arcade racing of previous titles. The car featured on the cover page is a BMW E92 M3 GT2.

It has received better reviews than the last 3 games, Carbon, ProStreet and Undercover. It has gained a 9.0 rating from IGN and the Official Xbox Magazine while gained a 7.0 from Eurogamer and Gamespot, who were considerably less impressed. The reviewers generally praised the in-car view of the game and its sense of speed while most of the criticism revolved around the Drift aspect of NFS: Shift.

A Ferrari racing DLC pack was released. It was available on the Xbox 360 for 800 Microsoft Points. It featured 10 Ferrari cars and 46 specific Ferrari challenges in career mode.

An Exotic racing pack was also released. It features cars like the McLaren MP4-12C, the BMW M1, the Gumpert Apollo and the Honda NSX. It also features new races, a new championship & 5 more trophies for the PlayStation 3.

It is available for purchase and download in the iTunes App Store for the iPod Touch and iPhone, and Windows Mobile.

The “Special Edition” of Need For Speed Shift contains a special tuned BMW M3 GT2, and an Elite Series track.

14. Need for Speed: Nitro (2009)

Need for Speed: Nitro is the Need for Speed game and the first made exclusively for Nintendo DS and Wii, featuring arcade-style gameplay and targets a casual audience. Nitro was released in 3 November 2009 in North America while it was released in Europe on 6 November 2009.

Need for Speed Nitro-X

A newer installment and the sequel to the original NFS: Nitro. Announced shortly after E3 2010 (after Hot Pursuit and Shift 2), EA released details on bringing the Need For Speed series onto Nintendo’s digital distribution DSiWare service for use with the DSi/XL and the upcoming 3DS system. Titled Need For Speed: Nitro-X, the game is essentially the original release with a couple of updates, such as 18 licensed vehicles, never-before-driven police units, custom tags for in-game usage with the DSi camera, 16 updated tracks from all 6 original Nitro locations, a revised career mode, local multiplayer matches for up to 4 players, as well as new rewards and unlockables. The game will be released as a digital download only and as such, be priced at a premium (800+ Nintendo points). It was originally going to be released on September 20, 2010, but EA delayed the game slightly to work on improving the in-game physics engine. It became re-scheduled for a release on October 8, 2010 in North America but was delayed once again and released on November 15, 2010 in North America and November 26, 2010 in Europe.

Need for Speed: Nitro is also available as a social multiplayer game in Facebook.

15. Need for Speed: World (2010)

Need for Speed World is a free-to-play MMO racing game in development exclusively for Windows-based PCs. It takes on the gameplay style of Most Wanted and Carbon, focusing on illegal racing, tuning and police chases, and adds classic MMO elements to the mix. World even incorporates almost exact replicas of the cities of Rockport and Palmont, the cities of Most Wanted and Carbon respectively, into its map design. World was originally scheduled for an Asian release in the summer of 2009, however the game was not released at that time and it was released worldwide on July 27, 2010. In October 2009, the game was in public beta-testing limited to residents of Taiwan.

The world series beta was launched on June 2, 2010. The game was released to players who had the starter pack on July 20, 2010 and to others on July 27, 2010. Now the Starter Pack’s level 50 cap has been removed giving all players of NFS World availability of levels over 10.

16. Need for Speed: Hot Pursuit (2010)

Need for Speed: Hot Pursuit was developed by Criterion Games and published by Electronic Arts on November 16, 2010. It focuses on racing and cop chases rather than car customization. Hot Pursuit, as the name implies, tends to return the series to the roots, and is inspired by the original 3DO Need For Speed game. The game won many awards at the E3 2010, including “Best Racing Game” and other “Best of E3″-awards. It is the first game in the Need For Speed series since the original Hot Pursuit to win an E3 award.

There are 60+ cars: most of them are available to both racers and cops, but a few are exclusive to each side. Most of them are exotics and feature cars such as the Lamborghini Reventon, McLaren F1, Bugatti Veyron and Pagani Zonda Cinque. Unlike previous NFS titles, however, there is no customization. The game takes place in a fictional county called Seacrest County, where there are no skyscrapers. The scenery ranges from dense forests to snowy mountains to deserts. The “free roam” feature in the game lets you explore Seacrest County. NFS Hot Pursuit lets you play as either a cop or racer, and has a separate career mode for each side. The game’s primary focus is to provide players with high speed cop vs racer chases.

The game also features many weapons. Some are exclusive to the cops or racers. Power-ups include spike strips, which are used by both cops and racers and activate a spike strip from the back of the car and lay it on the road, and EMPs (ElectroMagnetic Pulses) which are used by both cops and racers and can be used for taking down cops or racers, or for performing takedowns (which is an important feature of the Burnout series). Other weapons include helicopters and roadblocks for cops and turbo and jammers for racers.

The game is released on the PS3, Xbox 360, Wii and Microsoft Windows. The biggest feature about NFS Hot Pursuit is NFS Autolog, which track player progressions and statistics compared to other player and recommends players events to play. In addition to its statistical system, Autolog also features Facebook-like speedwalls where players can post their comments and photos while in the game. This autolog feature will carry on in its next generation in Shift 2: Unleashed. NFS Hot Pursuit has received some of the best reviews of the series, which generally praise the Autolog feature of the game and the cop vs racer chases.

The “Limited Edition” gives players exclusive access to the Alfa Romeo 8C Competizione and the Ford Shelby GT500. There were several downloadable contents for the game
The Super Sports Pack, features 13 new events, additional trophies/achievements and 3 new cars, Porsche 911 GT2 RS, Gumpert Apollo S and Bugatti Veyron Super Sport.
The Armed & Dangerous Pack, features 2 new online game mode, Most Wanted and “Arms Race”, along with 3 achievements/trophies.
The Lamborghini Untamed Pack, features 3 Lamborghini cars, Lamborghini Diablo, Countach, and Sesto Elemento, with 10 new events and 4 achievements/trophies.
The Porsche Unleashed, features 3 Porsche cars, Porsche 911 Turbo (1982 Edition), 959 and 911 Speedster, with 10 new events and 4 achievements/trophies.

17. Shift 2: Unleashed (2011)

Shift 2: Unleashed has been developed by Slightly Mad Studios and is the sequel to Need for Speed: Shift. It expands on the gameplay and features introduced with the original. Shift 2 includes the Autolog feature introduced with Hot Pursuit, which allows players to keep track of their friends’ progress of achievements as well as best lap times, etc. It was released on March 29, 2011. It also includes extra features such as night racing, an additional helmet camera, a more in depth career mode with different areas to complete. The driver aggression/precision aspect of scoring has been taken away to free up the game, and to focus more on the driving experience rather than getting points divided into two sections. There were many minor improvements (including a full damage model now, and improved car flip physics) that were added to NFS Shift 2 and polished the game in its entirety.

The “Limited Edition” package unlocks 3 cars from the start: the Nissan Silvia spec.R Aero, the Alfa Romeo Giulietta QV and the Lamborghini Murciélago LP640.

18. Need for Speed: The Run (2011)

Need for Speed: The Run has been officially announced by Need for Speed via their official Facebook profile. A trailer has been posted including pursuits and races, which suggests that the new Need for Speed title is action based rather than simulation based. The trailer has also shown a character, which foretells the game will most likely include a storyline. The game is scheduled for release on November 15, 2011. The trailer shows that the story is based on a race across the United States from San Francisco to New York. Notable cars seen in the trailer includes the Audi R8 V10, Ford Mustang Shelby GT500 Super Snake, Ford Taurus SHO Police Interceptor, BMW M3 GTS, Pagani Huayra, Mazda RX-7, Nissan GT-R, Aston Martin V12 Vantage and Porsche 911.

At the end of the trailer, a female voice is heard calling out ‘Jack’. So it is likely that the protagonist will have a name or will be named in this franchise.

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10 Best Racing Games of All Time

Driving cars is the ultimate desire of young men and especially when they dads don’t allow them to touch their new Mercedes, the whole void becomes wider and the urge to sit in driver’s seat and just go Vroom… even higher.

best racing games in the are from Electronic Arts because they worked on bringing about a gaming platform where people could actually experience driving costly cars at minimalist price. Could you imagine driving a Porsche Cayenne and breaking into a wall, not possible in real life! but the virtual world of gaming made it possible with these best racing games.

1. Need for speed Undercover

The race will measure your talent to survive with roughest crew and homies. There is a big area in which you got to make claims on land or else you are out.

Go Deep Undercover – Race with the best and prove that you got the skills to be at the top. In a pursuit of betrayal and hatred only the man survives. It couldn’t be ignore that you are playing best racing games ever played by human race so it has to be tough.

In Need for speed undercover, there are hidden maps, garages, upgrades and much more, don’t forget to play Drift race cuz it is fantastic.

Price ~ $20

2. Burnout Paradise : The Ultimate Box

Man you can’t ignore this one while compiling the list of best racing games, what graphics, what gameplay that seriously tests your pc’s graphic card capabilities. If you don’t have a good NVIDIA or ATI Radeon card then you might not experience the quality.

Since it is also available for PS3, you can also enjoy best racing games on consoles.

One of the biggest and so far the best detailed game is available in market for nearly $37.

3. Moto GP 08

This is a motorbike racing game. Are you a Fernando Alonso fan then this could be your time pass for this winter break. Grab your analog controller and start racing the ultimate race of your life. best racing games like this can be played with friends. Hahaha! you shouldn’t miss the opportunity to have a get together.
ESRB Rating E Everyone
Race as the legends of bike racing
Packed with tracks and virtually alive crowd support
World’s premier 18 Gran Prix tracks included

Priced at $17 only.

4. MotorStorm: Pacific Rift PS3

How can PS3 gaming console games be left out on the list of best racing games. For instance MotoStorm Pacific Rift gives gamers the adrenaline rush of their life. The storyline goes somewhat like this:-

You run super-fast machines in tropical forests near Pacific ocean and take on anything that comes along, thick forests, dense swams and even flaming volcanoes.

Don’t worry about the graphics, anything developed for PS3 has the best visual effects.

Features at a glance:
New rating system is based on your performance and not your rank
Game includes 8 different vehicle classes and Monster Truck is definitely my pick
Island Racing is a brand new concept
Optimal to use controls, neither too easy nor rocket science.

5. Midnight Club: Los Angeles

Since we are talking about the best in the market, how can i forget mentioning midnight club that is currently available only for Xbox Gamers. By the way, it is also available for PS3 so… game on!

With new muscle cars, exotics, tuners, luxury cars, motorcycles, etc it gave a tough competition to Need for speed undercover at the best racing games awards.

Features at a glance:
Progressive all star soundtrack with more than 100 hit songs from varied artists. Fast beat music to cheer up your ride with chicks.
Online Gaming networks allows users to share pics, videos and lap timings on various tracks with other gamers.
An incredible game map where every new city is an endless opportunity to race and test your muscles
Extremely deep level customization and that too available for car interiors, get the mega bass audio system right now to amplify tracks.
Most real-life-alike recreation of Los Angeles.

6. Toca Race Driver 3

TOCA Race Driver 3 (also known as DTM Race Driver 3 in Germany and V8 Supercars 3 in Australia) is the third title of TOCA racing video game series, developed and published by Codemasters. TOCA Race Driver 3 was released in Europe and North America on February 24, 2006. The game features several fully licenced championships, including the DTM series and V8 Supercar championship.

It includes 120 Championships and 35 Types of Racing through the Championship in World Tour, Pro Career, and Free Race. Also it has Bonus Championships in different disciplines. They take place largely in the UK and Germany, though many more tracks are unlocked by winning cups in Pro Career, or by setting a lap time record on a course within Pro Career mode. Open wheel, GT, Oval racing, Rallying and Off-road racing were all featured, and can be raced in either a detailed Pro Career mode or an open-ended World Tour.

7.  Gran Turismo 5

Gran Turismo 5 (Japanese: グランツーリスモ 5 Guran Tsūrisumo Faibu) (commonly abbreviated as GT5) is the fifth edition of the Gran Turismo racing video game series. Developed by Polyphony Digital and published by Sony Computer Entertainment, it was released for PlayStation 3 on November 24, 2010. It expands on the game’s Prologue version and is the first entry of the series to be developed for PlayStation 3.

The game marks the first entry in the series with online races for 16-players. A damage model has been included with variations of damage depending on whether the vehicle falls into the “standard” or “premium” category. Over 1,000 cars, 26 different locations, and 71 different tracks are available in the game. Night racing also returns.

World Rally Championship, NASCAR and Super GT licenses are utilized for the first time in the Gran Turismo franchise.

8. Corvette Evolution GT

Corvette Evolution GT (known as Evolution GT in Europe) is a racing game similar to Alfa Romeo Racing Italiano. In the career mode, the player has to build up his character’s experience points that will allow him to develop his stats. Getting either a bronze, silver, or gold medal in all the events is mandatory for a “season” to become complete. The game uses the miles per hour system by default; the maxium speed of vehicle will either increase or decrease depending on the player’s chosen talent (e.g., swiftness, test driver) and the concentration of different statistics.

9. Test Drive Unlimited 2

There is a storyline in Test Drive Unlimited 2 for the player to follow. To progress through the game, the player has to earn experience points to level up through the 63 levels. These points can be earned via 4 categories:
Competition (racing, completing challenges)
Social (making friends in the game, race against other people, joining clubs)
Discovery (discover all roads, take photographs of specific locations, find all car wrecks)
Collection (buy cars, houses, furniture, clothing/basic needs)

There are an additional 10 Levels available to those who acquire the TDU2 Casino Online DLC/Pre-order Bonus, these levels are achieved within the casino itself.

10.   Shift 2: Unleashed

Shift 2: Unleashed (also known as Need for Speed: Shift 2 Unleashed) is a racing video game, the 17th title in the Need for Speed franchise, developed by Slightly Mad Studios and published by Electronic Arts. Shift 2: Unleashed was releasde on 29 March 2011 in US, on 31 March in Europe and on 1 April in the UK.

Shift 2: Unleashed is the direct sequel to the 2009 video game Need for Speed: Shift and expands on the gameplay and features introduced with the original. Shift 2: Unleashed will feature 145 cars from 37 manufacturers and 36 different tracks, which players can compete in several types of races. Players will also be able to compete online. The game will also feature three new main additions, an in-helmet cam, night-time racing and the Autolog feature introduced with Need for Speed: Hot Pursuit.

These best racing games are legendary but that doesn’t means the new ones are crap. They are great! Passion for racing is a must before buying any game or else prepare for a gaming life of mediocrity or best the best in best racing games on world’s most exotic tracks!

Posted in Pc, PS3, Xbox 360 | 2 Comments

Top 15 Best Strategy Games for PC

Strategy games, whether they are turn-based or real-time, occupy a unique niche within gaming. While there is not always the thrill of the fight, there is often a deep satisfaction achieved from outsmarting both other players and particularly AI. Here are some of the most favored titles in recent years, in no particular order.

1. Command & Conquer: Generals

Command & Conquer: Generals is a real-time strategy game in the Command & Conquer series. Generals utilizes SAGE (Strategy Action Game Engine). This proprietary engine is an extended version of the Command & Conquer: Renegade 3D engine. Generals was released onto the Microsoft Windows platform in 2003, and a Mac OS version was released in 2004, marking the return of the Command & Conquer series to that platform. An expansion pack, entitled Command & Conquer: Generals – Zero Hour, was additionally released for PC in 2003, and for Mac OS in 2005.

2. Sim City 2000

The first Sim City may have been deliciously addictive, but it wasn’t until the release of Sim City 2000 that the series really blossomed. Sim City 2000 was the one game that every kid with a computer in the house managed to convince their parents to buy for them. Sure, it was a simulator that ended up bestowing a rudimentary knowledge of city planning and infrastructure. But it also served as one hell of a doomsday simulator! Build up a city, make the people happy, and then send in the Aliens to watch it all fall apart. Classic.

3. Rome: Total War

Rome, the third entry in Creative Assembly’s Total War franchise, is oft-considered the greatest RTS the studio has shipped to date. The level of detail on the individual units, structures, and the terrain was absolutely stunning at the time of its release while the sound design delivered some of the best audio we’d heard in an RTS. Package all that with a formidable AI that cut us to pieces on more than one occasion, and you’ve got a strategy title that’s worthy of more than a little praise.

4. Sins of a Solar Empire

Sins of a Solar Empire completely eschews a single player campaign and in its place it delivers one of the best real-time 4X games we’ve ever played. A dynamic camera allows players to zoom in to watch the details of a zipping space fighter or all the way out to reveal the expanse of the cosmos across a number of galaxies. Amazingly, managing all this space and distance is easily handled due to the game’s almost leisurely pace, allowing for players to wage war in a number of galaxies at once without melting down into a task managing mess. The wealth of diplomatic options alone (like placing a bounty on an opponents head for a band of space pirates to collect) makes this game worth checking out. And the truckload of content doesn’t hurt either. For strategy fans–especially of the sci-fi variety–this game is not to be missed.

5. Homeworld

Relic clearly deserves the Top RTS Studio honors around our camp. Despite CoH’s technological wonders, we couldn’t help but rate Homeworld just slightly above the WWII title. And most of that is thanks to the almost revolutionary world that’s been crafted in this Sci-Fi adventure. While the game doesn’t share the balance of its more recent counterparts, the story alone–about a group of refugees in search of their homeworld–is the kind of stuff that kept us clicking at our computers until the sun began to rise the next day. It also deserves a heap of respect for being the first truly three-dimensional space RTS. The difficulty curve may have been a bit busted, but this game resonated with us like something that came from Team Ico. Homeworld deserves the number three spot.

6. Starcraft

This classic real-time strategy game, released in 1998 is still one of the most popular releases of all time. Three species duke it out in the 26th century to gain control of a faraway chunk of the Milky Way. Terrans are humans who’ve been exiled from Earth. Another humanoid species, the Protoss, who are fairly advanced and possess various psychic abilities, are trying to keep their culture safe from the insectoid Zerg, who are bent on assimilating everyone else.

Starcraft is largely considered a game that revolutionized real-time strategy gameplay, as well as providing a deeply engaging story. There is still a thriving community of professional competitors, particularly in Asia, complete with sponsorships and televised events. Zerg Rush!

7. Age of Empires III

This real-time strategy game, released in 2005, takes place largely during the colonial era, from the late 1400s to the 1850s. Players must choose to develop a colony of Europe, Asia, or North America from an initial settlement to a thriving empire. Development of the colony goes through various technological ages, but unlike other games about territorial conquest, such as the Civilization series, where it is technically possible to play an entire game without fighting, this game requires the player to destroy the enemy’s colony. Emphasis is placed on the production of civilian units to collect resources to stimulate the economy, and the development of the military to defend against rival colonies.

Another feature unique to this game is the use of a “Politician System”, where players must choose from among several politicians upon successful completion of each level, which grant various bonuses. Difficulty level is assigned to specific colonies, as opposed to a more customized method, which often serves as motivation to keep playing.

8. Warhammer 40,000: Dawn of War II

This title, a sequel and marked improvement to the first Dawn of War is unique in that the multiplayer option involves co-op, as opposed to pitting players against one another. The campaigns, unlike those found in this game’s predecessors are non-linear, and do not have base building elements. Units must be selected before a missions beings, and no new units are issued once it is progress.

Players are faced with decisions regarding the missions and locations chosen in which to fight, and consequences are based on these choices. Even after choices are made, missions can have multiple objectives which may be mutually exclusive depending on the further unfolding of events.

This game can be appealing to those who normally prefer RPGs, as players to level up, and some units can be equipped with scavenged weaponry and armor. This is a good crossover game for any die-hard RPG fans who are interested in experiencing a strategy game without completely unfamiliar elements.

9. World in Conflict

Many strategy games take place either in the distant past or future, but this title, released in 2007, is set in more recent times, during the collapse of the Soviet Union, but speculates as to what would have happened if Soviet forces had attempted to remain in power through aggressive action.

There is no resource collection or base building in this game, but rather reinforcement units are bought with a pre-determined amount of in-game points, and dropped into the battlefield. When units are dead, the points gradually return to the player’s balance, so that new units can be acquired.

In multi-player games, players choose a specific role from among four preset roles, Air, Armor, Infantry, and Support. These have various abilities, such as unusually effective long ranged attacks, and the ability to hide easily, but are usually balanced with a weakness of some sort, like being vulnerable to attack on open ground, or being useless in short-range skirmishes.

Players will enjoy the small user interface, as it provides a more open view of the battlefield and the ability to manage individual units more effectively.

10. Civilization IV

Like the other titles in this series, Civilization IV is a turn-based game in which the player takes on the role of the leader of an empire that must be built from scratch from a single city, built by a settler in 4000 B.C. As the building expands, so do the options for infrastructure, military fortification and training, study of science and art, religion, and all the other stuff that empires have. Build “wonders” around the empire, and experience the birth of historical figures who can enhance various aspects of cities within the empire.

This game, like many turn-based strategy games can feel slow for the first few turns, but things get interesting once contact is made with neighboring cultures, and the potential for trade, aid, and war arises. Bonus: Leonard Nimoy congratulates the you overtime you attain a new technology or hit a milestone within your empire.

11. Rise of Nations

This game features the idea of expanding territory similarly to Civilization IV, but employes a real-time mode of gameplay. Territory is expanding by building more cities and forts within the borders, which opens more options on a technology tree, through which options are selected to customize the territory. Cities support citizen units, which can be assigned to specific tasks, but will always look for tasks to do when idle if not assigned to anything specific. Rise of Nations specifies six different resources, food, timber, metal, oil, wealth and knowledge, which are used to create buildings, units, and to research technologies.

Any nation within the game is playable at any point in history, regardless of the actual historical timeline of that nation, but resources only become available in the age in which they were originally utilized. Keeping a balance between offensive and defensive forces is crucial to successful gameplay, as is the state of the economy. Rise of Nations is both rewarding and frustrating in turns, but always highly addictive.

12. Starcraft II: Wings of Liberty

This long awaited sequel to the original Starcraft has earned a spot on this list in its own right. Finally released in July of 2010, the story picks up four years after the events of the original Starcraft, and follows an insurgent group attempting to make its way across the Terran Dominion. Non-linear gameplay with regard to the campaigns keeps the game interesting, and is a minor departure from the original. However, the order in which the campaigns are done will not interrupt the narrative.

Units remain largely the same, with some additional specialized units available only for campaign play and not in regular multi-player, such as the Terran Wraith, Vulture, and Diamondback. There is also a map editor, similar to the original StarEdit, which allows for customization of terrain and campaigns.

A word of warning for players hoping to have a nostalgic evening of strategy gaming with local friends, though: Blizzard has killed LAN play with this release, so players can only play together online, and on the same server. Any players wishing to play together must ensure that they’ve signed up for the same server at the time of original registration, because the game is region-locked.

13. Warcraft III

efore it was an extremely popular (and often parodied) MMORPG, the “world” of Warcraft existed in a series of real-time strategy games. Standard resource-gathering and unit-building rules apply, with “black mask” covering unopened areas of the map. Once explored, the black mask is removed, but these areas must remain within sight of at least one unit, or they will be covered in the “fog of war”.

With AI-controlled, universally hostile units called “creeps” guarding areas heavy in resources, there is a slight element of RPGs, especially since players win experience points, gold and items after defeating them. Also introduced in this game was the shifting from day to night, which provides more cover, but reduces the ability to see incoming attackers.

There are five total campaigns, which are broken up according the various character race factions, though some specific “hero” characters are retained across each race’s campaigns. Warcraft III still has a devoted following, and in spite of the massive popularity of the MMORPG, remains a favorite among fans of Warcraft and strategy games alike.

14. Supreme Commander

Considered by many to be a spiritual successor to 1997′s Total Annihilation, Supreme Commander begins with a single unit, which much be expanded and multiplied to aid in a war which has erupted in the future after humans developed portal technology, referred to as a “quantum gateway”.

The three warring factions are the Cybran nation, comprised of cyborgs who wish to separate from the other two factions, and get out from under the thumb of the United Earth Federation, which represents a united government for all three factions, which of course would be based off of the planet Earth. Finally, there is the Aeon Illuminate, which wishes to emulate the so-called “Golden Age” of Earth, in which alien life was first discovered but soon went south due to xenophobia. Naturally, the thing to do when fighting xenophobia is to go out and wage war on anyone who doesn’t share the same beliefs.

The critical moment comes when the UEF decides to use “Black Sun”, a weapon which, if deployed, will wipe out both planets of the other factions. However, the Crybrans and the Aeon Illuminate have their own secret weapons as well, and one of these does involve use of the phrase “Monkeylord”, which is reason enough to put any game on a top 10 list.
The sequel to the game featured in our Top 10 Strategy Games on the Xbox 360.

15. Company of Heroes

This release and subsequent expansions from Relic Entertainment takes place during WWII. Players are put in charge of two U.S. units during the Allied takeover of France from occupying Nazi forces.

Micromanagement skills are key in this game, and perhaps provide the tiniest degree of realism (minus the horrific violence, of course, as this is not typically depicted in strategy games) as to what it must have been like to actually “storm the beach at Normandy”, considering that there were over 150,000 troops in reality, and each one had to know exactly what when and where in order for the mission to be successful.

Players take control of points on the campaign map, collect munitions, fuel and manpower, and can takeover civilian buildings to convert them to barracks, which will aid in the creation of new units.

Company of Heroes has been praised as one of the best real-time strategy games of all time, with several successful expansions and both LAN and online options available for multi-player.

Posted in Pc | 2 Comments

35 The Most Beautiful Game Screenshots

Hello.This is one compilation of the game wallpapers.These wallpapers are from different games, and also from different platforms.They are also from different genres.I hope that you will like this collection and share it with your friends.

911 alex-mercer all-about-race assassins-creed-04c assassins-creed-08c assassins-creed-11c bullet-proof Burnout_Dominator city-choppers Dance_Dance_Revolution_-_Mario_Mix death-knight death-knight-arthas dragon-and-cyclop f16 fighting-a-reptile final-fantasy-10-03c fresh-tomorrow Gears_of_war-2-005 God_Hand god-of-war-ii-12c Group_Work_by_Orioto hot-wheels King_Kong,_2005 manhattan Need-For-Speed-new-wallpaper-952 Onimusha_3_-_Demon_Siege racedriver S.T.A.L.K.E.R._-_Clear_Sky,_2008 Sonic_Riders_-_Zero_Gravity,_2008 Star_Wars_-_Battlefront_II street-fighter-4-23c sunset-hunt Terminator_3,_The_Redemption TR-Underworld Unreal_Tournament_III_HD

Posted in DS, iPhone, MMORPG, Pc, PS2, PS3, PSP, Wii, Xbox 360 | Tagged as: , , | 1 Comment

XBOX 360 vs. PS3

 

XBOX 360 vs. PS3 – The Graphics:

Everyone has seen an Xbox and a PS2 in action and we’re all waiting for the release of the next generation of each consoles. Which system will have the edge when it comes to graphics? Amazing screen shots have been seen from games on both systems, but what about the actual gameplay graphics? Despite the hot debate, when you look at the numbers from the graphic card of the two systems; they use a different but equally effective method of delivering graphics processing power. The XBOX uses a custom ATI processor with 48 graphics pipelines and the PS2 has a custom NVIDA graphics processor with an estimated 24 pipelines.

XBOX 360 vs. PS3 – The Games:

The numbers are misleading because the PS2 piplines of games are more powerful than the XBOX pipelines of games. In the end the two different graphics processors will deliver about the same amount of power, we can expect to see impressive results from both sides.

Both systems have several key franchise titles such as Halo2 for the XBOX and Gran Tourismo for the PS2. You shall see the same games and an expansion of the series in the next generation systems, but what other games can you expect to see? If you are a fan of genres such as role playing that are dominated by Japanese and other foreign developers such as Square, you should look forward to the PS3 and not the Xbox. There is no indication that the XBOX 360 will be getting support from foreign developers. An article on GameSpot.com reports that only two percent of Japanese gamers are interested in buying an XBOX 360, with sixty percent looking forward to the PS3 and eight percent to the Nintendo Revolution. The demand in the Asian market will be on the PS3. The Xbox needs to prove itself that it can be provide a array of new games and franchisees.  Overall you can expect to see more games on the PS3 than the XBOX 360, reflecting the selection for the current generation systems as Sony has a pipeline of developers eager to release on it. Only time will which console will have the quality of games which all of us are been expecting.

The XBOX is very popular in the US and has a few great franchise games such as Halo, but the PS2 has an international reach and several popular game franchises such as Gran Tourismo that the XBOX has yet to match its impact from fans all around the world.. The XBOX 360 will need to appeal to foreign game developers and consumers to compete with the PS3. It’s need to start a paradigm shift for its users. Only time will which console will have quality of games for the consumer.

XBOX 360 vs. PS3 – Media Types:

Will the media storage type be a factor in the quality of the games? Since PS3 is owned by Sony and BLUray is Sony’s next high definition storage medium, it provides an advantage off the start for Ps3 fans. It has impressive storage capacity of 54 gigs for each BLUray disk. The Xbox 360 games will be stored on Double Layer DVDs which store 9 gigs. Obviously the BLUray discs can store a lot more data, but at the current stage of game development, any game developed can fit everything on a 9 gig DVDs, so this is not a major factor but one that may come into play later on with the development of new games that incorporate video.

Since PS3 is owned by Sony and BLUray is Sony’s next high definition storage medium, the PS3 games will be stored on the BLUray discs which hold approximately 54 gigs. The Xbox 360 games will be stored on Double Layer DVDs which store 9 gigs. Obviously the BLUray discs can store a lot more data, but at the current stage of game development, any game developed will fit just as well on the 9 gig DVDs, so this is not a major factor but one that may come into play later on.

XBOX 360 vs. PS3 – Processing Power:

How do the two systems compare when looking at brute processing power? The PS3 uses a Cell processor with a PowerPC-based core with seven synergistic processing units while the Xbox comes with a Custom IBM PowerPC CPU with three dual-threaded cores that can handle six total threads at a time. An important comparison to look at is the number of dot product calculations per second the systems can perform. The reason this number is important is because it is used extensively during gameplay in 3d math to calculate various things such as vector lengths, projections, transformations, and more. Both systems are clocked at 3.2 Ghz. The PS3 can handle 51-billion dot product operations per second and the Xbox can handle 33.6. There is a debate over which system has more brute processing power and these numbers can be confusing to the average person, but overall it seems that the PS3 has an edge over the Xbox when it comes to overall processing power.

XBOX 360 vs. PS3 – Controllers:

The controllers on the two systems retain the basic shape from the original systems with some simple modifications. The PS3 controller has the most dramatic change; it has a streamline shape that looks more like a stealth airplane than a game controller. The XBOX controller is basically the same shape as the previous system with a different color scheme. From the pictures released, it seems that the XBOX controller will be more comfortable and ergormic . The PS3 controller looks like it might just slip out of your hand, but we will not know how the controllers will feel during actual gameplay until we get our hands on them.

Posted in PS3, Xbox 360 | Tagged as: , , | 2 Comments

Tetris

Tetris (Russian: Те́трис) is a puzzle video game originally designed and programmed by Alexey Pajitnov in the Soviet Union. It was released on June 6, 1984, while he was working for the Dorodnicyn Computing Centre of the Academy of Science of the USSR in Moscow, Russia. He derived its name from the Greek numerical prefix tetra- (all of the game’s pieces, known as Tetrominoes, contain four segments) and tennis, Pajitnov’s favorite sport.

The Tetris game is a popular use of tetrominoes, the four element special case of polyominoes. Polyominoes have been used in popular puzzles since at least 1907, and the name was given by the mathematician Solomon W. Golomb in 1953. However, even the enumeration of pentominoes is dated to antiquity.

The game (or one of its many variants) is available for nearly every video game console and computer operating system, as well as on devices such as graphing calculators, mobile phones, portable media players, PDAs, Network music players and even as an Easter egg on non-media products like oscilloscopes. It has even inspired Tetris serving dishes and been played on the sides of various buildings, with the record holder for the world’s largest fully functional game of Tetris being an effort by Dutch students in 1995 that lit up all 15 floors of the Electrical Engineering department at Delft University of Technology.

While versions of Tetris were sold for a range of 1980s home computer platforms, it was the hugely successful handheld version for the Game Boy launched in 1989 that established the game as one of the most popular ever. Electronic Gaming Monthly’s 100th issue had Tetris in first place as “Greatest Game of All Time”. In 2007, Tetris came in second place in IGN’s “100 Greatest Video Games of All Time”. It has sold more than 70 million copies. In January 2010, it was announced that Tetris has sold more than 100 million copies for cell phones alone since 2005.

Gameplay

A random sequence of tetrominoes (sometimes called “tetrads” in older versions)—shapes composed of four square blocks each—fall down the playing field (a rectangular vertical shaft, called the “well” or “matrix”). The objective of the game is to manipulate these tetrominoes, by moving each one sideways and rotating it by 90 degree units, with the aim of creating a horizontal line of blocks without gaps. When such a line is created, it disappears, and any block above the deleted line will fall. With every ten lines that are cleared, the game enters a new level. As the game progresses, each level causes the tetrominoes to fall faster, and the game ends when the stack of tetrominoes reaches the top of the playing field and no new tetrominoes are able to enter. Some games also end after a finite number of levels or lines.

All of the tetrominoes are capable of single and double clears. I, J, and L are able to clear triples. Only the I tetromino has the capacity to clear four lines simultaneously, and this is referred to as a “tetris”. (This may vary depending on the rotation and compensation rules of each specific Tetris implementation. For instance, in the Super Rotation System used in most recent implementations, certain situations allow T, S, and Z to ‘snap’ into tight spots and clear triples.)

History

Tetris has been involved in many legal battles. In June 1984, Alexey Pajitnov created Tetris on an Elektronika 60 while working for the Soviet Academy of Sciences at their Computer Center in Moscow with Dmitry Pavlovsky, and Vadim Gerasimov ported it to the IBM PC. Gerasimov reports that Pajitnov chose the name “Tetris” as “a combination of ‘tetramino’ and ‘tennis’.” From there, the PC game exploded into popularity, and began spreading all around Moscow. The most recent version of this port is available on Gerasimov’s web site.

The IBM PC version eventually made its way to Budapest, Hungary, where it was ported to various platforms and was “discovered” by a British software house named Andromeda. They attempted to contact Pajitnov to secure the rights for the PC version, but before the deal was firmly settled, they had already sold the rights to Spectrum HoloByte. After failing to settle the deal with Pajitnov, Andromeda attempted to license it from the Hungarian programmers instead.

Meanwhile, before any legal rights were settled, the Spectrum HoloByte IBM PC version of Tetris was released in the United States in 1986. The game’s popularity was tremendous, and many players were instantly hooked—it was a software blockbuster, with reviews such as in Computer Gaming World calling the game “deceptively simple and insidiously addictive”.

The details of the licensing issues were uncertain by this point, but in 1987 Andromeda managed to obtain copyright licensing for the IBM PC version and any other home computer system.

For Amiga and Atari ST two different versions by Spectrum HoloByte and Mirrorsoft became available. The Mirrorsoft version did not feature any background graphics while the Holobyte version had a background picture related to Russian themes for each level. Games were sold as budget titles due to the game’s simplicity. Spectrum’s Apple II package actually contained three diskettes with three different versions of the game, for the Apple II+ and Apple IIe on separate DOS 3.3 and ProDOS 5-1/4″ diskettes, and for the Apple IIgs on a 3-1/2″ diskette, none of which was copy-protected: the included documentation specifically charged the purchaser on his or her honor to not give away or copy the extra diskettes.

By 1988, the Soviet government began to market the rights to Tetris, after a promotional trip to the country by Gerald Hicks, the one time United States champion of the game, through an organization called Elektronorgtechnica, or “Elorg” for short. Pajitnov had granted his rights to the Soviet Government, via the Computer Center he worked at for ten years. By this time Elorg had still seen no money from Andromeda, and yet Andromeda was licensing and sub-licensing rights that they themselves did not even have.

Nintendo

By 1989, half a dozen different companies claimed rights to create and distribute the Tetris software for home computers, game consoles, and handheld systems. Elorg, meanwhile, held that none of the companies were legally entitled to produce an arcade version, and signed those rights over to Atari Games, while it signed non-Japanese console and handheld rights over to Nintendo. Tetris was on show at the January 1988 Consumer Electronics Show in Las Vegas, where it was picked up by Dutch games publisher Henk Rogers, then based in Japan, which eventually led to an agreement brokered with Nintendo that saw Tetris bundled with every Game Boy.

Tengen (the console software division of Atari Games), regardless, applied for copyright for their Tetris game for the Nintendo Entertainment System, loosely based on the arcade version, and proceeded to market and distribute it under the name TETЯIS: The Soviet Mind Game (with faux Cyrillic typography incorporating the Cyrillic letter Ya), disregarding Nintendo’s license from Elorg. Nintendo contacted Atari Games claiming they had stolen rights to Tetris, whereupon Atari Games sued, believing they had the rights. After only four weeks on the shelf, the courts ruled that Nintendo were the only company with had the rights to Tetris on home game systems, and Tengen’s TETЯIS game was recalled, with an unknown number of copies sold. The lawsuits between Tengen and Nintendo over the Famicom/NES version carried on until 1993.

Nintendo released their version of Tetris for both the NES and the Game Boy (the Famicom and Game Boy versions were developed by Bullet-Proof Software, Inc., who held the Japanese license, despite Nintendo’s license to the game) and sold more than three million copies; some players considered Nintendo’s NES version inferior because it lacked the side-by-side simultaneous play of Tengen’s version, but Nintendo’s Game Boy Tetris became arguably the most well-known version of Tetris, selling over 33 million copies.

Sega also released a Tetris game for the Mega Drive; however, the ensuing blitz of litigation ensured that it was hastily withdraw[citation needed].

Variations

Tetris has been subject to many changes throughout releases since the 1980s. Newer Tetris games have made the trend of pace rather than endurance. Older releases such as Game Boy or NES Tetris offer records according to points. Since the meter for points is set to only a certain number of digits, these game’s records can be “maxed out” by an experienced player. The next big Game Boy release after Tetris, Tetris DX, in marathon mode—comparable to mode A in previous releases—allowed an additional digit for the point meter. Even so, players still maxed it to 9,999,999 points after hours of play. For The New Tetris, world record competitors have spent over 12 hours playing the same game.[36] In Tetris DX and The New Tetris, the new modes sprint and ultra were added. These modes require the player to act under a timer, either to gain the most lines or points in that time. Releases like Tetris Worlds did away completely with point records. This particular game kept records by how fast a certain number of lines could be cleared depending on the level. Critics of Tetris Worlds said it was broken due to how a piece is able to hover over the bottom for as long as a player needs.

There are many different modes of play added in recent years. Modes appearing in more than one major release include: classic marathon (game A), sprint (otherwise game B or 40 lines), ultra, square, and cascade.

The field dimension of Tetris is perhaps the least deviated among releases: almost always 10 cells wide by 20 high. Some releases on handheld platforms with small screens have smaller fields; for example, the Tetris Jr. keychain game has 8 by 12, and Tetris for Game Boy has 10 by 18.

Traditionally, blocks spawn within the four most central columns and the two highest rows. The I tetromino occupies columns 4, 5, 6 and 7, the O tetromino occupies columns 5 and 6, and the remaining 5 tetrominoes occupy columns 4, 5 and 6 (or in some, especially older, versions, 5, 6 and 7). In some more recent games, pieces spawn above the visible playfield.

In traditional games, a level-up would occur once every ten lines are cleared. After a level-up, the blocks fall slightly faster, and typically more points are given. In some newer games such as Tetris Worlds, the number of lines required vary upon each new level. For example, NES Tetris operates at 60 frames per second. At level 0, a piece falls one step every 48 frames, and at level 19, a piece falls one step every 2 frames. Level increments either terminate at a certain point (Game Boy Tetris tops off at level 20) or increase forever yet not in speed after a certain point. NES Tetris will level up in speed until level 29 (due to limitations of the game’s engine, pieces are not capable of dropping faster than this), but tool-assisted emulation will show that the level indicator increases indefinitely—eventually leading to a glitch where the meter displays non-numeric characters. Modern games such as Tetris the Grand Master or Tetris Worlds, at their highest levels, opt to drop a piece more than one row per frame. Pieces will appear to reach the bottom as soon as they spawn. As a result, these games have a delay that lets the player slide the piece on the bottom for a moment to help deal with an otherwise unplayable fall speed. In some games, the hover time is regenerated after a piece is moved or rotated.

Soft drops were first implemented in Nintendo releases of Tetris so that pieces would be able to drop faster while not locking as to slide into gaps. The other option is hard dropping, which originated in early PC games such as Microsoft Tetris, a game developed by Dave Edson and bundled with Microsoft Entertainment Pack. With hard dropping, a piece falls and locks in one frame. Newer Tetris games feature both options. Some games have their locking roles reversed, with soft dropping making the pieces drop faster and locking down, and hard dropping making the pieces drop instantly but not lock.

Single direction rotation is an older restriction that has since been ruled out in nearly every new official release by the favor of separate buttons for clockwise and one for counterclockwise rotation. In traditional games, the unsymmetrical vertical orientation I-, Z-, and S-pieces will fill the same columns for each clockwise and counter clockwise rotation. Some games vary this by allowing two possible column orientations: one for counter clockwise and one for clockwise rotations. Double rotation, only seen in progressive clones such as Quadra and DTET, rotates the piece 180 degrees.

One of the features most appreciated by skilled players is wall kick, or the ability of rotating the pieces even if these touch the left or right walls. In the NES version, for example, if a Z piece is “vertically” aligned and falling touching the left wall, the player cannot rotate the piece, giving the impression that the rotate buttons are locked. In this situation, the player has to move the piece one position to the right before rotating it, losing precious time. Proper implementations of wall kick first appeared in the arcade version of Tetris by Atari Games.

Piece preview allows a look at the next piece to enter the field. This feature has been implemented since the earliest games, though in those early games, having the preview turned on made the score increase more slowly.

Newest features

Newer versions of Tetris add different scoring goals not present in traditional Tetris. As achieving these goals while not topping out becomes more difficult, these games usually add a few features to help the player.

The New Tetris and The Next Tetris are the first official Tetris games to feature multiple piece previews, showing 3 in advance. Tetris Worlds for PCs and game consoles add 5 more, while the GBA version retains the 3 piece preview. Tetris DS uses the 6-piece preview. The New Tetris also introduced the “ghost piece”, an obscuration in the shape of the current piece over where that piece would drop. The feature reduces mistakes, especially for beginners and high-speed players.

Hold piece is an optional ability to reserve a piece for later use, allowing a player to either avoid undesirable pieces or save desirable ones. Some clones featured it as a powerup that the player could earn and use once. A hold piece available to the player at all times was first featured in The New Tetris. Most games that have hold piece activate it when the player presses a dedicated button, often a shoulder button; other games activate it when both rotate buttons are pressed simultaneously. When hold piece is activated, it causes the falling piece to move to the top and trade places with the hold piece. However, the feature cannot be activated twice in a row; it is disabled until the piece released from hold locks in the well.

Initial rotation and Initial hold are features that make the game accept rotation/hold button inputs while the next piece is still in the preview area. With initial rotation, when the player holds down the rotation button after the previous piece has locked down but before the next piece comes into the well, the next piece will come into the well in an already rotated state. Initial hold works similarly, as the piece will be already swapped with the hold piece when it enters the well. Initial rotation and Initial hold first appeared in the Tetris: The Grand Master series.

Tetris DS features wireless on-line play through the Nintendo Wi-Fi Connection system. This new version also takes advantage of the touch screen in the added “Touch Mode,” which has no time limit. Instead, every block is already placed in a tall tower, and the player uses the stylus from the Nintendo DS to shift blocks left and right and, in earlier towers, rotate blocks. The goal is to clear enough lines so that a cage of balloons reaches the ground (this mode is themed on the NES video game Balloon Fight, hence the cage of balloons).

Tetris DS also introduces the Metroid-themed “Catch Mode”. In this mode, the pieces fall downward from the top screen to the touch screen, but the stack is moved and rotated instead. As the falling pieces bump against the stack, they get clustered into it. To clear blocks, there must be a solid area of the stack that is 4×4 or larger. When this happens, the blocks glow and the music changes. After ten seconds or upon pressing the X button, these blocks disappear and shoot a laser beam in a plus-shape, the horizontal part equal to the number of rows cleared and the vertical equal to the columns. This laser beam will move and rotate with the stack and destroy falling blocks and Metroid enemies in its path until it disappears a moment later. The parts of the stack not hit by the laser beam will be pulled in towards the center of the stack after the laser beam dies. If a piece reaches the bottom of the touch screen, the stack hits a falling block while rotating, or the stack hits a Metroid, the stack loses Energy. The player loses if the stack runs out of Energy or if the stack becomes so large that it can no longer fit on the touch screen.

Tetris Mania by EA Games brings back the Fusion and Sticky modes from Tetris Worlds. In Fusion, “atom” blocks must be activated, the number of those needing to be activated increases per level. Activated atoms wills also activate other atoms that they touch, and are generated two for every seven Tetrominoes. Gravity will not be activated until a line is cleared containing an atom of fusion block. In Sticky, based on The Next Tetris, you need to clear the bottom row of starting tiles. In each level there are more starting tiles that are harder to clear. The pieces in this game are made up of different colored minos that “stick” to those of the same color. Gravity is always a factor.

The Tetris arcade game by Atari Games offered different “puzzles” for selected rounds. The first three rounds are played normally, with no obstacles. At the start of round 4, eight bricks are placed vertically along each side of the well. Round 5 begins with ten bricks scattered throughout the bottom five rows. Round 6 begins with twenty bricks arranged in a pyramid. In rounds 7 through 9, the well starts out empty but single bricks will appear at random on top of your puzzle each time a piece lands that does not clear any lines, potentially thwarting any advance planning you may have done. In rounds 10 through 12, incomplete “garbage” lines will randomly pop up underneath your puzzle, pushing the puzzle upward, when a piece lands without clearing any lines. Rounds 13 through 15 begin with more blocks arranged in predetermined patterns, and the cycle continues throughout the remaining rounds in the game in groups of three.

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Pocket Tanks

Pocket Tanks is a 1-2 player computer game for Windows and Mac OS X, and more recently, the iPhone, created by Blitwise Productions, developer of Super DX-Ball and Neon Wars. Adapted from Michael Welch’s earlier Amiga game Scorched Tanks, this newer version features modified physics, dozens of weapons ranging from simple explosive shells to homing missiles, and the ability to move the tank. It supports several expansion packs. At the moment, players can have up to 250 different weapons total. Pocket Tanks is often abbreviated as PTanks, or simply as PT.

The point of the game is to use various weapons, which come in various packs, to attack the other player’s tank. Each hit scores a certain amount of points, which varies based on the weapon and proximity. At the end of 10 volleys, the player with the highest points wins.

The game features a fully destructible environment, which allows player to put themselves on pedestals, in tunnels, or bunkers, allowing for the probability of strategic play.

Developments

The first version of Pocket Tanks; Version 1.0 was released in 2001.

Version 1.3 was released November 2007. It contains more bug fixes, LAN and IP support.

A version was recently released for the iPhone/iPod Touch. Which comes in free or paid versions(the only difference is that the free version has less weapons).

A version for the Android operating system is being developed, there are no estimated release dates however.

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Warcraft III: The Frozen Throne

Warcraft III: The Frozen Throne is a real-time strategy computer game developed for Microsoft Windows, Mac OS and Mac OS X by Blizzard Entertainment. It is the official expansion pack to Warcraft III: Reign of Chaos, requiring Reign of Chaos to play. Released in stores worldwide in multiple languages beginning on July 1, 2003, it includes new units for each race, a new neutral race, four campaigns, five neutral heroes (an additional neutral hero was added April 2004 and two more were added in August 2004), the ability to build a shop and various other improvements such as the ability to queue upgrades. Sea units were reintroduced; they had been present in Warcraft II but were absent in Reign of Chaos. Blizzard Entertainment has released patches for the game to fix bugs, add new features, and balance multiplayer.

Plot

As in Warcraft III: Reign of Chaos, the single-player campaign of the Frozen Throne follows each of the main races in sequence. In this game, that is Night Elves (Maiev Shadowsong tracks the escaped Illidan Stormrage), Human (or Blood Elves, following the struggles of the last High Elves in Lordaeron after it was destroyed by the Scourge and the Burning Legion), and Undead (following Arthas’ return from Kalimdor to Lordaeron, and his subsequent journey to find the Lich King of the Scourge). Unlike Reign of Chaos, there is no Orc campaign. However, there is a Diablo-style RPG campaign separate from the others that chronicles the early days of the Orc Horde’s establishment in Kalimdor.

In the first campaign of the game, Illidan’s former warden, Maiev Shadowsong, hunts for Illidan and finds the serpent-like Naga who vow to “retake the surface world” from the Night Elves. Maiev later follows Illidan to a recently erected islands and to a vault located within. It is revealed that Illidan Stormrage has gained the allegiance of the Naga, mutated former night elves by The Sundering, and obtained an artifact called the Eye of Sargeras from his tomb (in chapter 3 of the campaign), which grants him extraordinary power. Maiev Shadowsong, calls for the aid of Malfurion Stormrage and Tyrande Whisperwind to capture Illidan. Partway through the pursuit, Tyrande is swept away by a river while helping a group of blood elves to retaliate against the undead. Maiev convinces Malfurion that she died at the hands of the undead. When they finally capture Illidan, he explains that he planned to use the Eye to destroy the Lich King, ruler of the undead. At this point, Malfurion discovers that Tyrande may still be alive. After Malfurion rescues her, he pardons Illidan for his actions done with the Eye, but reminds him that he is still exiled. Illidan then flees to Outland.

The second campaign follows the blood elves, the last of the High Elves, led by their prince Kael’thas. They are given the job to fix watchtowers and defend them by a human leader named Garithos, who despises non-humans. He later discovers that Kael’thas was helped by the Naga and imprisons the blood elves for this. They are rescued by Lady Vashj, leader of the Naga, who leads them all to Outland. Once there they join forces with Illidan and conquer Outland, with promises of claiming magical energy to satisfy the Blood Elves’ addiction to the arcane. Once Outland is conquered Illidan’s master, the warlock Kil’jaeden, finds Illidan and prepares to punish him for his failure to destroy the Lich King. However, Illidan convinces Kil’jaeden to give him one more chance, claiming that he was gathering more forces to assault the Lich King’s Frozen Throne.

The third campaign follows the undead, who have split into three factions. One is led by Arthas and is loyal to the Lich King and accompanied by the necromancers of the Lich, Kel’thuzad. (Largely controlled by the player in the game); another is led by the banshee Sylvanas Windrunner (who has a chapter controlled by the player in the game); and the third is led by three dreadlords and is loyal to the Burning Legion. Sylvanas defeats the dreadlords and unifies the two factions, becoming the Forsaken. Meanwhile, Arthas travels to the lands of northrend to defend the Lich King from Illidan, the Naga, and the Blood Elves’ combined assault after having painful attacks and visions of the Lich King commanding him to the Frozen Throne. After a fierce battle between Arthas’ undead forces and Illidan’s, Illidan appears to be slain and Arthas is able to reach the Lich King’s Frozen Throne. Once there, Arthas shatters the ice-prison that held the Lich Kings remains, releasing him. Arthas dons the Lich King’s helmet, joining their souls into one ultra-powerful being: Arthas, the new Lich King.

The separate RPG-style campaign follows the Horde defending their land in Durotar and building up a new kingdom. After defending Durotar from a series of lesser threats, Rexxar learns that a force of humans from the island of Theramore, led by Admiral Daelin Proudmoore, plans to invade Durotar. Admiral Proudmoore is unwilling or unable to accept a truce between the Horde and the Alliance despite their combined penetration of the World Tree in Reign of Chaos. The orcs invade Theramore (aided by a guilty Jaina Proudmoore) and slay the Admiral, replacing him with his daughter, Jaina.

Additions

For each race, The Frozen Throne adds several new units and buildings, including a player-controlled shop, and one new hero per race. The entirely new race “Naga” has also been added, and can be played in several Night Elf and Blood Elf missions, as well as in custom maps if their basic unit (the Mur’gul Slave) is added via the World Editor. A smaller race, the Draenei, have also been included, though they can only be played in the Human campaign and World-Editor created maps. The old siege engines of the Humans, Orcs and Night Elves have been renamed and remodeled, receiving new upgrades in the process. The population limit has been increased from 90 to 100.

The expansion and its subsequent patches made the addition of neutral Hero units, which appear in the single player campaigns. Neutral heroes can be used in melee maps via the Tavern, a neutral building to hire them. The tavern can also instantly revive any fallen hero, with an increased resource cost, and reduced health and mana of the revived hero. A nearby unit is needed to access the tavern.

In addition, The Frozen Throne re-introduces naval battles, which were almost completely absent in Warcraft 3. Although generally only available in the campaign, naval units can be placed using the World Editor and can be purchased from certain buildings in melee maps.

The Warcraft III Map Editor program now allows the user to do more custom work with regards to editing skills and new tileset and models to work with.

Ladder

Battle.net servers host PvP Ladders for The Frozen Throne. Kalimdor (Asia), Lordaeron (USWest), Azeroth (USEast), Northrend (Europe),ThaiCyberGames (Thailand) all have influential players of their own. However, the varied styles of play and range of skill is heavily favored towards non-US realms such as Kalimdor and Northrend. These competitive ladders have driven the game along with yearly pro competitions. The battle.net ladder includes Solo, Random Team, Arranged Team (2vs2, 3vs3, 4vs4) and Free For All, giving a wide range in which a player can determine and choose which ladder best suits them.

The current matchmaking system also prevents players with very positive records from being able to find a game in a reasonably short time. At the same time others will join and leave many games repeatedly with an automated program to be matched against players with negative records in what is referred to as “AMM abuse”.

Development

Warcraft III: The Frozen Throne was originally announced on January 22, 2003. On February 14, 2003, Blizzard announced the first beta test for the game, which offered 10,000 players to sample the game. On March 10, 2003, 10,000 more players were selected to participate in the beta test. On May 29, 2003, Blizzard announced that the expansion set had “gone gold”. There have been many patches, including patch 1.21b which allowed the game to be played without the official CD. On April 4, 2008 Blizzard released a new test version of Warcraft III patch 1.22. The patch was available for testing on the “Westfall” beta server. The Westfall server was recently taken down and a message by Blizzard was given stating that a live release of patch 1.22 to all realms would be forthcoming. On July 1, 2008 patch 1.22 was released. Due to the latest patch, version 1.23, many third-party programs have been rendered unusable. Several third-party programs that reveal the entire map, commonly known as maphacks, have been released for the update. It also disabled collided maps, which would make modified custom maps appear to be the same as the original. Another effect of the patch, which is not included in the release notes, is that custom maps with large filenames will not appear in the game. The limit is believed to be 20 characters, but this has not yet been tested. The 1.23 patch included no actual changes to gameplay, and the 1.24a to 1.24e patches followed suit.

Minimum system requirements

400 MHz Pentium II or equivalent, or a 400 MHz G3 processor or better.
Windows 98, Windows ME, Windows 2000, or Windows XP. Warcraft III requires Mac OS 9.0 or higher, or Mac OS X 10.1.3 or higher
Warcraft III requires 128 MB of RAM. Virtual Memory should be enabled on computers running pre-Mac OS X versions of the Mac OS.
A keyboard and mouse are required.
A hard drive with at least 550 MB of free space
8MB 3D video card (TNT, i810, Voodoo 3, Rage 128 equivalent or better) with DirectX 8.1 support. For Mac OS systems, a video card consisting of an * ATI Technologies or nVidia chipset with at least 16 MB of memory is required.
A DirectX-compatible 16-bit sound card is recommended. Warcraft III will work with the built-in sound features of the Mac OS.

Recommended System Requirements

600 MHz processor or better
256 MB of RAM
32 MB 3D Video card

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League of Legends

League of Legends is a video game inspired by the Defense of the Ancients (DotA) map for Warcraft III: The Frozen Throne developed and published by Riot Games for Microsoft Windows. It was first announced on October 7, 2008, and released on October 27, 2009. The game was in a closed beta from April 10, 2009, to October 22, 2009. It then transitioned to open beta until release.

Steve “Guinsoo” Feak, the previous designer of the popular Warcraft III: The Frozen Throne custom map, DotA Allstars, and Steve “Pendragon” Mescon, the administrator of the former official support base for the map (www.dota-allstars.com), were involved with Riot Games in the development of League Of Legends. Using the original DotA created by Eul (the original Defence of The Ancients map for Warcraft III: Reign of Chaos) as a base, Guinsoo made DotA Allstars by inserting his own mix of content, largely expanding the number of the heroes, and adding recipes, numerous items and various gameplay changes. Guinsoo then passed version 6 of the map on to its current developer, IceFrog. Pendragon, who is the Director of Community Relations for Riot Games, helped create the previous DotA Allstars website along with its forum.

Development

The idea of a spiritual successor to Defense of the Ancients that would be its own stand-alone game with its own engine, rather than another Mod of Warcraft III began to materialize at the end of 2005. League of Legends was born “when a couple of very active DotA community members believed that the gameplay was so much fun and so innovative that it represented the spawning of a new genre and deserved to be its own professional game with significantly enhanced features and around-game services.”

Riot Games was co-founded by Brandon Beck and Marc Merrill. They partnered with some of the key creative minds behind the creation of DotA-Allstars, Steve “Guinsoo” Feak and Steve “Pendragon” Mescon. Riot Games officially opened its office in September 2006, and currently has about 40 people working on League of Legends, “including their robust technology platform to service and operate the game as well as a team dedicated to community relations.”

According to Marc Merrill, when creating the various champions in the game, instead of leaving the champion creation to just a few people, they decided to open up the champion creation process to everyone in the company based upon a template where they could vote on which champions made it into the game. Speaking at GamesCom 2009, Riot Games declared that they would be supporting the game heavily after its initial launch. Several new heroes and hero skins have been offered as a part of this after launch.

Gameplay

Players are formed into 2 even teams with 1–5 Champion(s) on each team. Each team starts at opposing sides of a map in an area called the “fountain”, near what is called a “Nexus”. A match is won when either the opposing team’s Nexus is destroyed or the other team surrenders. To destroy a Nexus, each team must work through a series of towers called “Turrets”. Turrets are often placed along a path to each base referred to as a “Lane”. Along the way, each player gains levels from killing the opposing team’s champions and “Minions” (small NPCs that constantly spawn and attack the other team) and defeating neutral monsters (some of which grant buffs known as crests upon death). Killing enemies allows champions to purchase “Items” with in-match gold to improve their statistics. In League of Legends, each player starts at level 1 at the beginning of the match and can obtain the maximum of level 18 with their champion, leveling 4 different champion-specific abilities.

Game modes and matchmaking

League of Legends is a session-based game. Matchmaking occurs based on the average Elo ratings of each individual players, with slight proprietary adjustments.

The game can currently be played in four different modes: tutorial, practice, normal and ranked.
Tutorial is the game mode where new player are directed to when they first start the game. It is a private offline game session where the players are taught the basic controls and goals of the game.
Custom mode allows players to manually create custom game sessions that other players can find on a game list and join. Players can add computer controlled champions (bots), set password, and set the maximum number of players in Custom games.
Co-op vs. AI is a mode where players are matched either alone or as part of a group against a team of bots. Currently, this mode is only available on the 5v5 map, Summoner’s Rift. Players can choose either beginner or intermediate difficulty.
In a Normal game, players queue themselves to the automatic match-making service either alone (Solo) or as part of a group. The server then automatically creates a game and attempts to populate it with players in a way that both sides have a 50% chance to win.[11][12] The players are rated in a hidden Elo rating based on the outcome of normal mode matches they participate in, and the server uses that rating for future match-making. Only the win count of the player in normal mode is displayed publicly, losses and Elo are not displayed.
The Ranked mode became available to players of level 20 and higher when Season One officially commenced on July 13, 2010, but was later changed to only be available to players of level 30 (players can still queue for Ranked games if they’re over level 20, but only if they are in an arranged team). While this mode plays much like Normal mode, two main differences exist. First, the game uses Draft Mode where each team can ban 2 champions from the game (so no players may play them) and the two teams cannot play the same champion (so if team A takes Ezreal, team B cannot take Ezreal ) In addition you also see your enemies champion picks before the loading of the actual game (So that your team can arrange your team depending on which enemies you are facing). Second, an exclusive, visible rating is calculated based on the player’s performance in Ranked games. The player is placed on the ladder according to their rating, and top teams on the ladder have a chance to compete in the “$100,000 Global Finals” at the end of the season. Riot has announced the conclusion of season 1 will happen in summer 2011.

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