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Game Art and Design

Unit 1 Lesson 2
History of Electronic Games
Time Line

2014 International Technology and Engineering Educators Association,


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Big Idea
Knowledge of the history of technology and
societies helps people understand the
world around them by seeing how people
of all times and places have increased their
capability by using their unique skills to
innovate, improvise, and invent.

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History of Electronic Games:


Time Line
In 1951 Sega was launched
Sega (service games)
The console timeline is broken into
seven generations
Each generation saw an increase in
technology
Before the consoles hit the market, coinoperated arcade games ruled

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1972-1977 First Generation

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1972 - Magnavox Odyssey


World's first game console
Predates the Atari Pong home consoles
Prototype known as the Brown Box is
now at the Smithsonian
340,000 units sold

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1972 - Pong
A coin-op arcade game
by Atari Inc
Based on table tennis
First game to gain widespread
popularity - launched the
industry boom
Led to a successful patentinfringement lawsuit from the
Magnavox Odyssey
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1974 - Gran Track 10


A single-player racing
arcade
game by Atari
Player races against the
game clock, accumulating
points
Early diode-based ROM was used
Controls, steering wheel, shifter,
accelerator, and brake pedals
were all firsts for arcade games
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1974 - Maze Wars


One of the first FPS
Players wander in a maze
Used tile-based movement
Other players are eyeballs
that can be shot or harmed
Players gain points for
shooting other players and
lose them for being shot

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1976 - Coleco Telstar


By Coleco - AY-3-8500
chip
Pong variants on a
domestic television
receiver and available to
any manufacturer
Battery-powered and
external components
were required
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1976 - APF TV Fun


Pong clone manufactured by APF
formally a electronics developer
Four built-in games (Tennis, Hockey,
Single Handball, and Squash)
Had a speaker and
two
controller knobs
Powered by AC
adapter or
batteries
Limited success
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1976-1983 Second Generation


Early 8-bit home consoles

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1976-1983 Second Generation


By the mid-1970s cartridges moved to
CPU-based consoles
Games now consisting of
microprocessor-based code; games
burned onto ROM chips mounted inside
plastic cartridge casings that could be
plugged into slots on the console
Consumers could acquire large libraries
of game cartridges
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1976 - Fairchild Channel F


The world's second cartridge-based
video game console, after the Magnavox
Odyssey
Sold for $169.95
Originally called Video
Entertainment System
(VES), but when Atari
released VCS, it was
renamed
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1977 - Atari 2600


Popularized game cartridges popular in the 1980s
Originally Atari VCS; later
changed to "Atari 2600" in 1982,
after the release
of Atari
5200
Two joysticks, two paddle
controllers, and a
cartridge
game - initially Combat later PacMan
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1975-77 Magnavox Odyssey


Played cartridges
Keyboard; used for
educational games, selecting
options, or programming
First game was an instant
classic: Quest for the Rings!
Excellent speech synthesis unit
Master Strategy Series a fusion
of board and video games
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1977 - Chuck E Cheeses


First family entertainment
centers aimed at young
children
Pizza restaurant with arcade
games,
amusement rides,
an animatronics show,
climbing equipment, tubes,
and slides
Helped improve the image of
video games
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1978 - Space Invaders

(1 of 2)

Created in Japan - later


licensed in US
Shooting game - players
defeat waves of aliens
with a laser and earn
points
So successful it caused a
temporary shortage of
coins in Japan
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1978 - Space Invaders

(2 of 2)

Grossed $2 billion
worldwide by 1982
Pixilated alien has
become a pop
culture icon, often
used as a symbol
representing video
games as a whole

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1979 - Intellivision
By Mattel Electronics at $299
Four games available and a
pack-in game: Las Vegas
Poker & Blackjack
First to pose a serious
threat to Atari
By 1982 over two million
had been sold, earning Mattel
a $100,000,000 profit
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1979 - Asteroids
Popular and influential
game
- 70,000 sold by Atari
Vector display and 2D view
Control a spaceship in an
asteroid field traversed
by flying saucers
Object - shoot asteroids and
saucers while not colliding or
being hit by counter-fire
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1980 - Pac Man

(1 of 2)

Namco - considered
among the most famous
arcade games of all time
Became a social
phenomenon that sold
related merchandise and
inspired an animated
television series and a
top-ten hit single
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1980 - Pac Man

(2 of 2)

Appealed to both
genders
Generated more than
$2.5 billion in quarters
by the 1990s
Highest brand
awareness of any video
game character

GAD

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1981 - Donkey Kong

(1 of 2)

By Nintendo - platform
Move the character
across a series of
platforms while dodging
and jumping over
obstacles
Rescue a damsel in
distress from a giant
ape - Donkey Kong
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1981 - Donkey Kong

(2 of 2)

The hero and ape became


two of Nintendo's most
popular characters
Nintendo licensed to
Coleco, which developed
home console versions
Dominated the market in
the 1980s and early 1990s

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1981 - Frogger
Move frogs home by
crossing a busy road and
navigate a river - skillful
players obtain bonuses
A classic - noted for its novel
gameplay and theme
Used two Z80 processors
By 2005, sold 20 million
worldwide, 5 million in the US
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1981 - Galaga
Fixed-shooter game
Control a space ship while
aliens fly in formation and
come down at the player's ship
to either shoot or collide
Players fire at enemies, and
once all enemies are
vanquished, at which point the
player moves to the next stage

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1982 - Tron
Game was based on the
Disney movie
A computer hacker is
trapped inside a digital
world and forced to
participate in
gladiatorial-type games

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1982 - Q-Bert
By Gottlieb
Isometric platform with
puzzle elements where
the player controls the
character from a thirdperson perspective
Object is to make all
cubes the same color
Uses a joystick
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1982 - Pole Position


Arcade racing by Atari
Most popular coin-op
arcade game of 1983
Use a steering wheel
and a gear shifter for
low and high gears
Featured an
accelerator and brake
pedal
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1984 Tetris

(1 of 2)

Tile-matching from the Soviet Union


Name is from the Greek numerical prefix
tetra- four segments
Electronic Gaming Monthly's 100th issue
had Tetris in first place as "Greatest
Game of All Time

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1984 Tetris

(1 of 2)

For Commodore 64 and


IBM PC
Sold more than 70
million copies
In January 2010, it was
announced that Tetris has
sold more than 100 million
copies for mobile phones
alone since 2005
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1984 - Video Game Crash

(1 of 2)

The delay of Atari's 7800 console left


consumers hungry for the next big thing
A flood of consoles on the US market
gave consumers too many choices
Poor game titles and too many games
based on the movie ET
Introduction of personal computers like
the Commodore 64

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1984 - Video Game Crash

(2 of 2)

Millions of consumers shifted their


intention to buy choices from game
consoles to low-end computers that
retailed for similar prices
The crash lasted two years. The market
was revitalized due to the success of the
Nintendo Entertainment System (NES)
with its landmark title Super Mario Bros

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19831992 Third Generation

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1983 - Mario Brothers


By Nintendo platform
arcade
Full color
Mario, a Italian-American
plumber, and his brother
Luigi must defeat
creatures from the
sewers below New York

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1985- NES
8-bit console by Nintendo
Most successful of its time;
sold over 60 million worldwide
Helped revitalize the US industry
following crash of 1984 - set the standard
for consoles
First console to play and openly court
third-party developers
Slogan "Now You're Playing With Power!"
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1986 - Sega Master System


8-bit cartridge-based by
Sega
The Master System was
released as a direct
competitor to the NES
Failed to topple
Nintendo, but was
popular in European
markets
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1986 - The Legend of Zelda


Fantasy action-adventure
created in Japan and
published by Nintendo
Link, a playable
character, must rescue
Princess Zelda
As of December 2011,
sold 67.93 million copies

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1987 - Final Fantasy


Science fantasy RPGs
Franchise includes motion
pictures, anime, printed
media, and other merchandise more than 100 million units sold
Known for innovation, visuals,
full-motion videos, photorealistic character models, and
orchestrated music
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1986 - Atari 7800


Replaced Atari 5200,
and
re-establish Atari's
supremacy over
Nintendo and Sega
Digital joysticks; fully backwardcompatible with the Atari 2600;
and affordable - $140
Designed to be upgraded to a
home computer
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1989-1990 Handheld Games

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1989 - Nintendos Game Boy


8-bit for $89.95
First successful handheld predecessor of all other
Game Boys
Originally bundled with
Tetris
Sold 118.69 million
worldwide

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1989 - Atari Lynx


World's first with a color
LCD display by Atari
Advanced features and
graphics, and
ambidextrous layout
Failed to attract quality
third-party developers,
and was eventually
abandoned
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1990 - Sega Game Gear


Sega's response to the
Game Boy; short battery
life, lack of support, and
lack of titles held it back
Third color console released
8-bit color at $149.99
Full-color backlit screen
with a landscape format

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1990 - TurboExpress
Most advanced of its time
and could play games on a
credit-card sized device
called HuCards
66 2.6 in. screen, displayed 64 sprites
at once, 16 per scanline, in 482 colors
from a palette of 512
Had 8 kilobytes of RAM $249.99
Could use as a video monitor
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1991 - Sonic the Hedgehog


Platform by Sega
Successful; increased the
popularity of Sega's console
and established Sonic the
Hedgehog as the company's
mascot
Led to subsequent games in
Sega's flagship Sonic the
Hedgehog series
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1992-1996 Fourth Generation

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1992-1996 Fourth Generation


16-bit era
Dominated by commercial rivalry
between Nintendo and Sega: Super
Nintendo Entertainment System vs. the
Sega Genesis
The machines introduced in this
generation retained the majority market
share until 1996

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1989 - Sega Genesis


Supported over 900
games
First 16-bit console to
achieve notable market
share - sold 40 million
units worldwide
Direct competitor of the
Super (SNES), although
released two years earlier
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1991 - Super Nintendo


Advanced graphics and
sound capabilities
Ran 3D graphics better,
helping usher in 3D in
the fifth generation
Best-selling of the 16-bit
era
Remains popular well
into the 32-bit era
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1993-2003 Fifth Generation

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1993-2003 Fifth Generation


(1 of 2)

32-bit and 64-bit


Dominated by three consoles, Sega Saturn,
Sony PlayStation, and Nintendo 64
Nintendo's Game Boy Color released
Bit ratings did not increase with the
exception of Nintendo 64
Performance depended on other factors
such as processor clock speed, bandwidth,
and memory size
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1993-2003 Fifth Generation


(2 of 2)

PCs now were powerful enough to


emulate the 8- and 16-bit systems of the
previous five or more years
The Internet made it possible to store
and download tape and ROM images of
older games

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1994 - Sony PlayStation


32-bit by Sony
First of a series of PS
consoles
First to ship 100 million
units
PS2 released in 2000 is
best-selling home console
to date
Has a PlayStation network
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1995- Sega Saturn


32-bit - sold 9.5 million
units worldwide
Powerful machine for the
time, but its design made
harnessing power difficult
Was the "other" system,
running a distant third
behind the Nintendo 64 and
the PlayStation
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1996 - Nintendo 64
Nintendo's third home
console $199
64-bit processor sold
32.93 million units
worldwide
Released Super Mario 64
and Pilotwings 64
Slogan: "Get N, or get
Out!"
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1998-2004 Sixth Generation


128-bit era

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1999 - Sega Dreamcast


First sixth-generation console
Successor to the Sega
Saturn as a comeback
effort
Was hailed as ahead of its
time but failed to gather
momentum when PS2 was
released
Discontinued in 2001
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2000 - Sony PlayStation 2


Best-selling console
in history, selling over
150 million
Over 3870 game title
are available
Produced for 12 years

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2001 - Nintendo GameCube


Nintendo's fourth
system used compact
discs
Sold 22 million units
worldwide
Discs are encrypted
and unreadable by
most DVD drives.
Discontinued in 2007
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2001 - Microsoft Xbox


Microsoft's first
console with 24
million units sold
Allowed players to
play online
$299.99
Discontinued in 2008
Followed by the Xbox
360 and Xbox One
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2005-2010 Seventh Generation

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2005-2010 Seventh Generation


Started on November 22, 2005 with the
release of Microsoft's Xbox 360 and a
year later with Sony's PlayStation 3 on
November 17, 2006 and Nintendo's Wii
on November 19, 2006
Each new console introduced a new type
of breakthrough in technology
Wii appears to be the leading seller of
this generation
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2005 - Xbox 360


By Microsoft after the XBOX
Had problems at first
Xbox Live allows players to
compete online and
download content
Streams media from PC
Sold 80 million units
worldwide - seventh
highest-selling console
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2006 Nintendo Wii

by Nintendo for a broader


audience
As of 2012, the Wii led
PlayStation 3 and Xbox 360 in
worldwide sales
12/2009, broke sales record for
a single month in the US
Notable features: controller,
WiiConnect24, and Virtual
Console.

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2006 - PlayStation 3
Third by Sony after the PS2
First to use Blu-ray Disc
Can output high-definition
video for games and
movies in up to 1080p
Initially available in two
configurations, 20 GB and
the 60 GB model

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2005-2007 Nintendo's Wii

Fifth home game console by Nintendo.


Direct successor to the GameCube.
Nintendo states that its console targets
a broader demographic than Microsoft's
Xbox 360 and Sony's PlayStation 3.
Has a wireless controller, Wii Remote,
can be used as a handheld pointing
device and detect acceleration in three
dimensions.
WiiConnect24, enables it to receive messages and updates
over the Internet while in standby mode.
Released in 2005. During the week of September 12, 2007,
the Financial Times declared that the Wii is the current sales
leader of generation.

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2011-??? Eighth Generation


Includes Nintendo's Wii U, Sony
PlayStation 4, and Microsoft's Xbox
One
Face competition for smart phones,
tablets, and smart TV
Predicted to be the last generation
Rise of Advanced Micro Devices
(AMD) as the major processor
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2014 International Technology and Engineering Educators Association,
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Big Idea
Knowledge of the history of technology and
societies helps people understand the
world around them by seeing how people
of all times and places have increased their
capability by using their unique skills to
innovate, improvise, and invent.

2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning

Game Art and Design


Unit 1 Lesson 2
History of Electronic Games
Time Line
images
student drawn and photos by Phyllis Jones

2014 International Technology and Engineering Educators Association,


STEMCenter for Teaching and Learning

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