ARCADE - noun ar·cade \ är-ˈkād \ - an amusement centre having coin operated games.
Derived from Arcade, a covered
passage way, in the late 1960’s entrepreneurs changed this definition slightly
when they installed their gaming machines in covered passage ways and buildings
and thus coined (no pun intended) the new definition Arcade Game.
An arcade game was a large coin
operated video game intended to entertain people. The games were very limited
at this stage due to the technology involved and each advance in technology at
this time meant that machines had to be replaced with a complete new machine.
The most well-known games of this era
are Donkey Kong, Pack-man, Space invaders and Mario.
Features:
Most arcade games are very similar in operation, consisting at that time of a
glass CRT (Cathode Ray Tube) screen, four or eight way joystick and several
other buttons completed by a coin input slot to activate the games.
1.
CRT screen (limited graphics)
2.
Four or eight way joystick
3.
Coin slot for activation
4.
Duplicate controls for additional player either
playing with or against
5.
Very small flash memory for programs and updates
Limitations:
These cabinet sized heavy machines were not in any way portable, they could not
be easily upgraded except by replacement which meant lorries or vans to deliver
the machines, and player could only play singly or with one other person, there
were no connections to any form of network.
History
Starting in 1966, Sega was the first manufacturer of any form of this type of
game and it was only in the early 1970’s that they started becoming popular. In
1978 Space Invaders took the world by storm and the Golden Era was in the late
1970’s and early 1980’s. Although these arcade games do not offer the
advantages that other platforms have, they have not died out entirely but
remain popular in fair grounds and pubs in one form or another.
CONSOLE - noun console /kənˈsəʊl/ - a panel or unit accommodating a
set of controls for electronic or mechanical equipment.
Adapted from
electronic and mechanical consoles used within industry, the video game console
was first invented in 1972 (Magnavox Odyssey) which had only two games Hockey
and Pong. Atari was a prolific developer of consoles starting in 1977 and
started the avalanche of what we see today in Xbox, Playstation and others.
 |
| Magnavox Odyssey - first video game console |
There are currently
eight generations of consoles starting with the Magnavox Odyssey (generation
1), Atari were much in evidence in generation 2, Sega are becoming involved in
the third generation providing better graphics, MegaDrive in the 4th
generation provided even better graphics, in 5th generation Nintendo
brought many new titles to the console market and from around the year 2000
Xbox and PlayStation involved in large battles to try and dominate the
industry. From 2005 the Xbox 360 and playstation 3 were joined by the Wii,
which offered their innovative controllers enabling users to get physical
exercise whilst gaming and from 2010 the playstation 4 and Xbox 1 started the
latest generation of consoles.
Features:
1. More portability
2. Two joysticks and many buttons
3. Video output to most televisions
or monitors
4. Capital outlay for the machine
and games but no ongoing payments
5. Games available on cartridges,
discs, etc. – meaning that it is easy to change games
6. Internet connection are available on newer
generation consoles
Limitations:
1. Console hardware cannot be
updated – meaning that newer games will need newer consoles.
2. Consoles do not have as many
controls as a computer i.e. they do not have a keyboard allowing character
input, but simulate this using the limited amount of buttons they have.
3. Smaller memory sizes mean that
consoles cannot play as advanced games as computer can
MOBILE - adjective [moh-buh l, -beel or, esp. British, -bahyl] – capable
of moving or being moved readily.
Deriving from the
word Mobile, small pocket sized computers appeared in the late 1990’s. One of
the most notable of this time were the
Palm devices, small personal digital assistants which provided basic operating
system and small programs for business users. Although this was intended for
business use these were the forerunners of most of our mobile devices. Palm was
followed by Apple and blackberry in the early 2000’s. These early devices were
quickly followed by a plethora of many others, mostly running the android
operating system and many new game designers were quick to realise that they
could write simple addictive games for the Apple Iphone and the android
operating system (example: candy crush). Most of the functionality of these
smartphones are integrated into tablets which are larger versions of a
smartphone.
Features:
1. It fits in your
pocket
2. Very light weight
3. Can play games
anywhere (ex on the bus)
4. No joystick but
motion sensors and touch screen give interesting alternatives
5. Wifi connection means
that any hotspot can be used
Limitations:
1. Memory and processor
not normally upgradable
2. No joystick
3. Small battery – could
mean limited playtime
4. Cost – most good
smartphones are expensive
5. Size of screen is
pretty small
6. Hardware restricts
the machine to 2D graphics
PERSONAL COMPUTER
–noun [kuh m-pyoo-ter] – a programmable
electronic device
The personal
computers were developed in parallel over many countries and by many different
people. The revolution was led by Intel who in 1974 provided the 8080
microprocessor which became the heart of many of these early machines. The
microprocessor allowed access to the 8080 machine code through an early version
of the assembly language.
In 1973 Hewlett Packard produced microcomputers working with the BASIC
(Beginners All-purpose Symbolic Instruction Code) language. BASIC was the start
of computer revolution with many people able to learn this new language where
assembly language and machine code where simply too complicated for most
individuals. In the late 1970’s Jobs and Wozniak marketed their Apple computer
circuit board, a hobby style computer.
During the early 1980’s Sir Clive Sinclair produced his ZX80, ZX81, ZX spectrum
and Commodore produced the Commodore 64.
In 1982 the revolution really took off with IBM producing their personal
computer, the IBM PC. With this and many
of the other personal computers at that time, a lot of people started learning
how to program these devices by creating simple games.
Features:
1. The most configurable
device available for gaming allowing upgrades of graphics, memory, processor
and addition of many peripherals such as wheels and pedals for driving,
joysticks for flying, console type controllers and keyboards.
2. Vast amount of
storage space through the use of installed and removable hard disks.
3. Dedicated graphics
processors on especially designed graphics cards, allowing simultaneous
pipelines of graphics processing and thus giving the highest quality.
4. Multiple graphics
cards allow multiple monitors for a fully immersive game experience
5. Virtual reality
headsets take multiple monitors even further by allowing 360 degree vision.
6. Allows the users to
create their own games
7. Addition of single or
multiple network cards allows immense variety of networking options.
Limitations:
1. Size – most PCs are
of a larger size than other technologies and this gives the ability for the
user to upgrade items but does mean that it is larger. In certain circumstances
PCs can weigh as much as 50 KG with water cooling and heavy power supplies
2. Cost – most good PCs
are a little more expensive than consoles and other devices
3. Most PCs are mass
produced and to obtain the ultimate experience, the users will create customs
PCs for high end gaming machines which is confusing for most common people.
4. Complications – most
PCs require that you know a lot more to be able to use a PC vs a console or
other digital device, as you will need to know the operating system and other
configuration aspects.
5. There are more
viruses targeting PCs than any other device, thus requiring antivirus software.
CONCLUSIONS:
Arcade games are only
used nowadays in pubs/clubs and fairgrounds where people have other
distractions and are in the mode for spending money. As they are not in any way
portable, they have a limited market and are largely unused by the populace.
Consoles have been
the main stay for children and general populace for many years now and offer a
simple inexpensive way to while away the time. With very little knowledge, a
parent can switch on a console and TV, plug a game into the console and the
game is instantly running to entertain people.
Mobiles are gaining
popularity because most people have a smartphone and the ability to play small
uncomplicated games anywhere at any time of the day or night is attractive to a
lot of people. With many people having contracts for their phone, the larger
cost of a mobile is offset against the monthly bill.
PCs are undoubtedly the
ultimate gaming platform, but at a cost of expense and portability, offering
configurability, peripheral support, the ultimate in graphics and the ultimate
in processing speed.
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