Wednesday, April 9, 2008


Microsoft

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Microsoft Corporation

Type
Public (NASDAQ: MSFT)
Founded
Albuquerque, New Mexico, USA (April 4, 1975)[1]
Headquarters
Redmond, Washington, United States
Key people
Bill Gates, Co-founder and Executive Chairman[1];Paul Allen, Co-founder;Steve Ballmer, CEO;Ray Ozzie, Chief Software Architect
Industry
Computer softwarePublishingResearch and developmentComputer hardwareVideo games
Products
Microsoft WindowsMicrosoft OfficeMicrosoft ServersDeveloper ToolsBusiness SolutionsGames & Xbox[2] & [3]Windows Live[4]Windows MobileZune[5]
Revenue
US $51.12 billion (2007)[2]
Operating income
▲ US $18.52 billion (2007)[2]
Net income
▲ US $14.06 billion (2007)[2]
Employees
79,000 (2007)[3]
Slogan
Your potential. Our passion.
Website
http://www.microsoft.com/worldwide/
Microsoft Corporation (NASDAQ: MSFT) (SEHK: 4338), or often just MS,[4] is an American multinational computer technology corporation with 79,000 employees in 102 countries and global annual revenue of US $51.12 billion as of 2007.[2] It develops, manufactures, licenses, and supports a wide range of software products for computing devices.[5][3] Headquartered in Redmond, Washington, USA, its best selling products are the Microsoft Windows operating system and the Microsoft Office suite of productivity software. These products have prominent positions in the desktop computer market, with market share estimates as high as 90% or more as of 2003 for Microsoft Office and 2006 for Microsoft Windows. One of Bill Gates' key visions is "to get a workstation running our software onto every desk and eventually in every home".[6][7][8][9][10][11][12][13]
Founded to develop and sell BASIC interpreters for the Altair 8800, Microsoft rose to dominate the home computer operating system market with MS-DOS in the mid-1980s. The company released an initial public offering (IPO) in the stock market, which, due to the ensuing rise of the stock price, has made four billionaires and an estimated 12,000 millionaires from Microsoft employees.[14][15][16] Throughout its history the company has been the target of criticism for various reasons, including monopolistic business practices—both the U.S. Justice Department and the European Commission, among others, brought Microsoft to court for antitrust violations and software bundling.[17][18]
Microsoft has footholds in other markets besides operating systems and office suites, with assets such as the MSNBC cable television network, the MSN Internet portal, and the Microsoft Encarta multimedia encyclopedia. The company also markets both computer hardware products such as the Microsoft mouse and home entertainment products such as the Xbox, Xbox 360, Zune and MSN TV.[5] Known for what is generally described as a developer-centric business culture, Microsoft has historically given customer support over Usenet newsgroups and the World Wide Web, and awards Microsoft MVP status to volunteers who are deemed helpful in assisting the company's customers.[19][16] The company's official website is one of the most visited on the Internet, receiving more than 2.4 million unique page views per day according to Alexa.com, who ranked the site 18th amongst all websites for traffic rank on September 12, 2007.[20]
Contents[hide]
1 History
1.1 1975–1985: Founding
1.2 1985–1995: OS/2 and Windows
1.3 1995–2005: Internet and legal issues
1.4 2006–present: Vista and other transitions
2 Product divisions
2.1 Platform Products and Services Division
2.2 Business Division
2.3 Entertainment and Devices Division
3 Business culture
4 User culture
5 Corporate affairs
5.1 Corporate structure
5.2 Stock
5.3 Diversity
5.4 Logos and slogans
6 Criticism
6.1 Corporate
6.2 Products
7 See also
8 Notes and references
9 External links
//

History
Main article: History of Microsoft
See also: History of Microsoft Windows

1975–1985: Founding
Following the launch of the Altair 8800, Bill Gates called the creators of the new microcomputer, Micro Instrumentation and Telemetry Systems (MITS), offering to demonstrate an implementation of the BASIC programming language for the system. After the demonstration, MITS agreed to distribute Altair BASIC.[21] Gates left Harvard University, moved to Albuquerque, New Mexico where MITS was located, and founded Microsoft there. The company's first international office was founded on November 1, 1978, in Japan, entitled "ASCII Microsoft" (now called "Microsoft Japan").[21] On January 1, 1979, the company moved from Albuquerque to a new home in Bellevue, Washington.[21] Steve Ballmer joined the company on June 11, 1980, and later succeeded Bill Gates as CEO.[21]
DOS (Disk Operating System) was the operating system that brought the company its first real success. On August 12, 1981, after negotiations with Digital Research failed, IBM awarded a contract to Microsoft to provide a version of the CP/M operating system, which was set to be used in the upcoming IBM Personal Computer (PC). For this deal, Microsoft purchased a CP/M clone called 86-DOS from Seattle Computer Products, which IBM renamed to PC-DOS. Later, the market saw a flood of IBM PC clones after Columbia Data Products successfully cloned the IBM BIOS, and by aggressively marketing MS-DOS to manufacturers of IBM-PC clones, Microsoft rose from a small player to one of the major software vendors in the home computer industry.[22][23][24][25][26][27][28] The company expanded into new markets with the release of the Microsoft Mouse in 1983, as well as a publishing division named Microsoft Press.[21]

1985–1995: OS/2 and Windows
In August 1985, Microsoft and IBM partnered in the development of a different operating system called OS/2.[29] On November 20, 1985, Microsoft released its first retail version of Microsoft Windows, originally a graphical extension for its MS-DOS operating system.[21] On March 13, 1986 the company went public with an IPO, with a starting initial offering price of $21.00 and ending at the first day of trading as at US $28.00. In 1987, Microsoft eventually released their first version of OS/2 to OEMs.[30]

The sign at a main entrance to the Microsoft corporate campus. The Redmond Microsoft campus today includes more than 8 million square feet (approx. 750,000 m²) and over 30,000 employees.[31]
In 1989, Microsoft introduced its flagship office suite, Microsoft Office. This was a bundle of separate office productivity applications, such as Microsoft Word and Microsoft Excel.[21] On May 22, 1990 Microsoft launched Windows 3.0.[32] The new version of Microsoft's operating system boasted such new features as streamlined user interface graphics and improved protected mode capability for the Intel 386 processor; it sold over 100,000 copies in two weeks.[33] Windows at the time generated more revenue for Microsoft than OS/2, and the company decided to move more resources from OS/2 to Windows.[34] In the ensuing years, the popularity of OS/2 declined, and Windows quickly became the favored PC platform.
During the transition from MS-DOS to Windows, the success of Microsoft's product Microsoft Office allowed the company to gain ground on application-software competitors, such as WordPerfect and Lotus 1-2-3.[35][36] According to The Register, Novell, an owner of WordPerfect for a time, alleged that Microsoft used its inside knowledge of the DOS and Windows kernels and of undocumented Application Programming Interface features to make Office perform better than its competitors.[37] Eventually, Microsoft Office became the dominant business suite, with a market share far exceeding that of its competitors.[38]
In 1993, Microsoft released Windows NT 3.1, a business operating system with the Windows 3.1 user interface but an entirely different kernel.[35] In 1995, Microsoft released Windows 95, a new version of the company's flagship operating system which featured a completely new user interface, including a novel start button; more than a million copies of Microsoft Windows 95 were sold in the first four days after its release.[35] The company also released its web browser, Internet Explorer, with the Windows 95 Plus! Pack in August 1995 and subsequent Windows versions.[39]

1995–2005: Internet and legal issues
In the mid-90s, Microsoft began to expand its product line into computer networking and the World Wide Web. On August 24, 1995, it launched a major online service, MSN (Microsoft Network), as a direct competitor to AOL. MSN became an umbrella service for Microsoft's online services.[21][35][40] The company continued to branch out into new markets in 1996, starting with a joint venture with NBC to create a new 24/7 cable news station, MSNBC.[35][41] Microsoft entered the personal digital assistant (PDA) market in November with Windows CE 1.0, a new built-from-scratch version of their flagship operating system, specifically designed to run on low-memory, low-performance machines, such as handhelds and other small computers.[42] Later in 1997, Internet Explorer 4.0 was released for both Mac OS and Windows, marking the beginning of the takeover of the browser market from rival Netscape. In October, the Justice Department filed a motion in the Federal District Court in which they stated that Microsoft had violated an agreement signed in 1994, and asked the court to stop the bundling of Internet Explorer with Windows.[21]
The year 1998 was significant in Microsoft's history, with Bill Gates appointing Steve Ballmer as president of Microsoft but remaining as Chair and CEO himself.[21] The company released Windows 98, an update to Windows 95 that incorporated a number of Internet-focused features and support for new types of devices.[21] On April 3, 2000, a judgment was handed down in the case of United States v. Microsoft,[17] calling the company an "abusive monopoly"[8] and forcing the company to split into two separate units. Part of this ruling was later overturned by a federal appeals court, and eventually settled with the U.S. Department of Justice in 2001.
In 2001, Microsoft released Windows XP, the first version that encompassed the features of both its business and home product lines. XP introduced a new graphical user interface, the first such change since Windows 95.[21][43] Later, with the release of the Xbox Microsoft entered the multi-billion-dollar game console market dominated by Sony and Nintendo.[21] Microsoft encountered more turmoil in March 2004 when antitrust legal action was brought against it by the European Union for abusing its market dominance (see European Union Microsoft antitrust case), eventually resulting in a judgement to produce new versions of its Windows XP platform—called Windows XP Home Edition N and Windows XP Professional N—that did not include its Windows Media Player.[44][45]

2006–present: Vista and other transitions
In 2006, Bill Gates announced a two year transition period from his role as Chief Software Architect, which would be taken by Ray Ozzie, and planned to remain the company's chairman, head of the Board of Directors and act as an adviser on key projects.[46] As of December 2007, Windows Vista, released in January 2007, is Microsoft's latest operating system. Microsoft Office 2007 was released at the same time; its "Ribbon" user interface is a significant departure from its predecessors. On 1st February, 2008, Microsoft made an unsolicited bid to purchase the fully diluted outstanding shares of Yahoo for up to $44.6 billion,[47] though this offer was later rejected on February 10. Microsoft is not privately haggling with Yahoo over the software maker's rejected $31-per-share buyout offer for the Internet pioneer, Bill Gates said on February 19, 2008.[48]Microsoft Corp. told on February 21, 2008 it will share more information about its products and technology. The company wants to make it easier for developers to create software that work with its products.[49]

Product divisions
To be more precise in tracking performance of each unit and delegating responsibility, Microsoft reorganized into seven core business groups—each an independent financial entity—in April 2002. Later, on September 20, 2005, Microsoft announced a rationalization of its original seven business groups into the three core divisions that exist today: the Windows Client, MSN and Server and Tool groups were merged into the Microsoft Platform Products and Services Division; the Information Worker and Microsoft Business Solutions groups were merged into the Microsoft Business Division; and the Mobile and Embedded Devices and Home and Entertainment groups were merged into the Microsoft Entertainment and Devices Division.[50][51]

Platform Products and Services Division

The current logo of Microsoft Windows, one of the company's best-known products.
This division produces Microsoft's flagship product, the Windows operating system. It has been produced in many versions, including Windows 3.1, Windows 95, Windows 98, Windows 2000, Windows Me, Windows Server 2003, Windows XP and Windows Vista. Almost all IBM compatible personal computers come with Windows preinstalled. The current desktop version of Windows is Windows Vista. The online service MSN, the cable television station MSNBC and the Microsoft online magazine Slate are all part of this division. (Slate was acquired by The Washington Post on December 21, 2004.) At the end of 1997, Microsoft acquired Hotmail, the most popular webmail service, which it rebranded as "MSN Hotmail". In 1999, Microsoft introduced MSN Messenger, an instant messaging client, to compete with the popular AOL Instant Messenger. Along with Windows Vista, MSN Messenger became Windows Live Messenger.[5]
Microsoft Visual Studio is the company's set of programming tools and compilers. The software product is GUI-oriented and links easily with the Windows APIs, but must be specially configured if used with non-Microsoft libraries. The current version is Visual Studio 2008. The previous version, Visual Studio 2005 was a major improvement over its predecessor, Visual Studio.Net 2003, named after the .NET initiative, a Microsoft marketing initiative covering a number of technologies. Microsoft's definition of .NET continues to evolve. As of 2004, .NET aims to ease the development of Microsoft Windows-based applications that use the Internet, by deploying a new Microsoft communications system, Indigo (now renamed Windows Communication Foundation). This is intended to address some issues previously introduced by Microsoft's DLL design, which made it difficult, even impossible in some situations, to manage, install multiple versions of complex software packages on the same system (see DLL-hell), and provide a more consistent development platform for all Windows applications (see Common Language Infrastructure). In addition, the Company established a set of certification programs to recognize individuals who have expertise in its software and solutions. Similar to offerings from Cisco, Sun Microsystems, Novell, IBM, and Oracle Corporation, these tests are designed to identify a minimal set of proficiencies in a specific role; this includes developers ("Microsoft Certified Solution Developer"), system/network analysts ("Microsoft Certified Systems Engineer"), trainers ("Microsoft Certified Trainers") and administrators ("Microsoft Certified Systems Administrator" and "Microsoft Certified Database Administrator").[5]
Microsoft offers a suite of server software, entitled Windows Server System. Windows Server 2003, an operating system for network servers, is the core of the Windows Server System line. Another server product, Systems Management Server, is a collection of tools providing remote-control abilities, patch management, software distribution and a hardware/software inventory. Other server products include:
Microsoft SQL Server, a relational database management system;
Microsoft Exchange Server, for certain business-oriented e-mail features;
Small Business Server, for messaging and other small business-oriented features; and
Microsoft BizTalk Server, for employee integration assistance and other functions.[5]

Business Division

Front entrance to building 17 on the main campus of the company's Redmond campus.
The Microsoft Business Division produces Microsoft Office, which is the company's line of office software. The software product includes Word (a word processor), Access (a personal relational database application), Excel (a spreadsheet program), Outlook (Windows-only groupware, frequently used with Exchange Server), PowerPoint (presentation software), and Publisher (desktop publishing software). A number of other products were added later with the release of Office 2003 including Visio, Project, MapPoint, InfoPath and OneNote.[5]
The division focuses on developing financial and business management software for companies. These products include products formerly produced by the Business Solutions Group, which was created in April 2001 with the acquisition of Great Plains. Subsequently, Navision was acquired to provide a similar entry into the European market, resulting in the planned release of Microsoft Dynamics NAV in 2006. The group markets Axapta and Solomon, catering to similar markets, which is scheduled to be combined with the Navision and Great Plains lines into a common platform called Microsoft Dynamics.[5]

Entertainment and Devices Division

The Xbox 360, Microsoft's second system in the gaming console market.
Microsoft has attempted to expand the Windows brand into many other markets, with products such as Windows CE for PDAs and its "Windows-powered" Smartphone products. Microsoft initially entered the mobile market through Windows CE for handheld devices, which today has developed into Windows Mobile 6. The focus of the operating system is on devices where the OS may not directly be visible to the end user, in particular, appliances and cars. The company produces MSN TV, formerly WebTV, a television-based Internet appliance. Microsoft used to sell a set-top Digital Video Recorder (DVR) called the UltimateTV, which allowed users to record up to 35 hours of television programming from a direct-to-home satellite television provider DirecTV. This was the main competition in the UK for British Sky Broadcasting's (BSkyB) SKY + service, owned by Rupert Murdoch. UltimateTV has since been discontinued, with DirecTV instead opting to market DVRs from TiVo Inc. before later switching to their own DVR brand.[5]
Microsoft sells computer games that run on Windows PCs, including titles such as Age of Empires, Halo and the Microsoft Flight Simulator series. It produces a line of reference works that include encyclopedias and atlases, under the name Encarta. Microsoft Zone hosts free premium and retail games where players can compete against each other and in tournaments. Microsoft entered the multi-billion-dollar game console market dominated by Sony and Nintendo in late 2001,[52] with the release of the Xbox. The company develops and publishes its own video games for this console, with the help of its Microsoft Game Studios subsidiary, in addition to third-party Xbox video game publishers such as Electronic Arts and Activision, who pay a license fee to publish games for the system. The Xbox also has a successor in the Xbox 360, released on 2005-11-22 in North America and other countries.[53][54] With the Xbox 360, Microsoft hopes to compensate for the losses incurred with the original Xbox. However, Microsoft made some decisions considered controversial in the video gaming community, such as releasing the console with high failure rates, selling two different versions of the system, one without the HDD and providing limited backward compatibility with only particular Xbox titles.[55][56] . In addition to the Xbox line of products, Microsoft also markets a number of other computing-related hardware products as well, including mice, keyboards, joysticks, and gamepads, along with other game controllers, the production of which is outsourced in most cases. As of 15 November 2007, Microsoft announced the purchase of Musiwave, Openwave's mobile phone music sales business.[57]

Business culture

Photo of Microsoft's RedWest campus.

Landscaping at Microsoft's RedWest campus
Microsoft has often been described as having a developer-centric business culture. A great deal of time and money is spent each year on recruiting young university-trained software developers and on keeping them in the company. For example, while many software companies often place an entry-level software developer in a cubicle desk within a large office space filled with other cubicles, Microsoft assigns a private or semiprivate closed office to every developer or pair of developers. In addition, key decision makers at every level are either developers or former developers. In a sense, the software developers at Microsoft are considered the "stars" of the company in the same way that the sales staff at IBM are considered the "stars" of their company.[19]
Within Microsoft the expression "eating our own dog food" is used to describe the policy of using the latest Microsoft products inside the company in an effort to test them in "real-world" situations. Only prerelease and beta versions of products are considered dog food.[58] This is usually shortened to just "dogfood" and is used as noun, verb, and adjective. The company is also known for their hiring process, dubbed the "Microsoft interview", which is notorious for off-the-wall questions such as "Why is a manhole cover round?" and is a process often mimicked in other organizations, although these types of questions are rarer now than they were in the past.[59] For fun, Microsoft also hosts the Microsoft Puzzle Hunt, an annual puzzle hunt (a live puzzle game where teams compete to solve a series of puzzles) held at the Redmond campus.
As of 2006, Microsoft employees, not including Bill Gates, have given over $2.5 billion dollars to non-profit organizations worldwide, making Microsoft the worldwide top company in per-employee donations.[60] In January 2007, the Harris Interactive/The Wall Street Journal Reputation Quotient survey concluded that Microsoft had the world's best corporate reputation, citing strong financial performance, vision & leadership, workplace environment rankings, and the charitable deeds of the Bill & Melinda Gates Foundation.[61]

User culture
Technical reference for developers and articles for various Microsoft magazines such as Microsoft Systems Journal (or MSJ) are available through the Microsoft Developer Network, often called MSDN. MSDN also offers subscriptions for companies and individuals, and the more expensive subscriptions usually offer access to pre-release beta versions of Microsoft software.[62][63] In recent years, Microsoft launched a community site for developers and users, entitled Channel9, which provides many modern features such as a wiki and an Internet forum.[64] Another community site that provides daily videocasts and other services, On10.net, launched on March 3, 2006.[65]
Most free technical support available through Microsoft is provided through online Usenet newsgroups (in the early days it was also provided on CompuServe). There are several of these newsgroups for nearly every product Microsoft provides, and often they are monitored by Microsoft employees. People who are helpful on the newsgroups can be elected by other peers or Microsoft employees for Microsoft Most Valuable Professional (MVP) status, which entitles people to a sort of special social status, in addition to possibilities for awards and other benefits.[16]
By 2005, the city of Seattle in the state of Washington had 2,500 users who owned smartphone and desktop computer versions of the JamBayes Traffic Forecasting Service, developed by researchers at Microsoft and the University of Washington.[66] Kleiner Perkins Caufield & Byers, Sequoia Capital, Skymoon Ventures, Crescendo Ventures, ZenShin Capital Partners, Artis Capital, Gold Hill Capital, and several individuals gave Dash USD$45 million for Dash Express which Wired News says "learns from its users". "If a Dash owner is moving 5 miles per hour in a 45 mph (72 km/h) zone, Dash servers will realize he's in traffic and warn other Dash drivers to choose faster routes".[67]

Corporate affairs

Corporate structure
The company is run by a Board of Directors consisting of ten people, made up of mostly company outsiders (as is customary for publicly traded companies). Current members of the board of directors are: Steve Ballmer, James Cash, Jr., Dina Dublon, Bill Gates, Raymond Gilmartin, Reed Hastings, David Marquardt, Charles Noski, Helmut Panke, and Jon Shirley.[68] The ten board members are elected every year at the annual shareholders' meeting, and those who do not get a majority of votes must submit a resignation to the board, which will subsequently choose whether or not to accept the resignation. There are five committees within the board which oversee more specific matters. These committees include the Audit Committee, which handles accounting issues with the company including auditing and reporting; the Compensation Committee, which approves compensation for the CEO and other employees of the company; the Finance Committee, which handles financial matters such as proposing mergers and acquisitions; the Governance and Nominating Committee, which handles various corporate matters including nomination of the board; and the Antitrust Compliance Committee, which attempts to prevent company practices from violating antitrust laws.[69][70]
There are several other aspects to the corporate structure of Microsoft. For worldwide matters there is the Executive Team, made up of sixteen company officers across the globe, which is charged with various duties including making sure employees understand Microsoft's culture of business. The sixteen officers of the Executive Team include the Chairman and Chief Software Architect, the CEO, the General Counsel and Secretary, the CFO, senior and group vice presidents from the business units, the CEO of the Europe, the Middle East and Africa regions; and the heads of Worldwide Sales, Marketing and Services; Human Resources; and Corporate Marketing. In addition to the Executive Team there is also the Corporate Staff Council, which handles all major staff functions of the company, including approving corporate policies. The Corporate Staff Council is made up of employees from the Law and Corporate Affairs, Finance, Human Resources, Corporate Marketing, and Advanced Strategy and Policy groups at Microsoft. Other Executive Officers include the Presidents and Vice Presidents of the various product divisions, leaders of the marketing section, and the CTO, among others.[71][5]

Stock
When the company debuted its IPO in March 13, 1986, the stock price was US $21.[72][73] By the close of the first trading day, the stock had closed at $28, equivalent to 9.7 cents when adjusted for the company's first nine splits.[73] The initial close and ensuing rise in subsequent years made several Microsoft employees millions.[15] The stock price peaked in 1999 at around US $119 (US $60.928 adjusting for splits).[73] While the company has had nine stock splits, the first of which was in September 18, 1987, the company did not start offering a dividend until January 16, 2003.[73][74] The dividend for the 2003 fiscal year was eight cents per share, followed by a dividend of sixteen cents per share the subsequent year.[74] The company switched from yearly to quarterly dividends in 2005, for eight cents a share per quarter with a special one-time payout of three dollars per share for the second quarter of the fiscal year.[74]
Around 2003 the stock price began a slow descent. Despite the company's ninth split on February 2, 2003 and subsequent increases in dividend payouts, the price of Microsoft's stock continued to fall for the next several years.[74][75]

Diversity
In 2005, Microsoft received a 100% rating in the Corporate Equality Index from the Human Rights Campaign, a ranking of companies by how progressive the organization deems their policies concerning LGBT (lesbian, gay, bisexual and transsexual) employees. Partly through the work of the Gay and Lesbian Employees at Microsoft (GLEAM) group, Microsoft added gender expression to its anti-discrimination policies in April 2005, and the Human Rights Campaign upgraded Microsoft's Corporate Equality Index from its 86% rating in 2004 to its current 100% rating.[76][77]
In April 2005, Microsoft received wide criticism for withdrawing support from Washington state's H.B. 1515 bill that would have extended the state's current anti-discrimination laws to people with alternate sexual orientations.[78] Microsoft was accused of bowing to pressure from local evangelical pastor Ken Hutcherson who met with a senior Microsoft executive and threatened a national boycott of Microsoft's products. [79] Microsoft also revealed they were paying evangelical conservative Ralph Reed's company Century Strategies a $20,000 monthly fee.[80] Over 2,000 employees signed a petition asking Microsoft to reinstate support for the bill. [81] Under harsh criticism from both outside and inside the company's walls, Microsoft decided to support the bill again in May 2005.[82][81]
Microsoft hires many foreign workers as well as domestic ones, and is an outspoken opponent of the cap on H1B visas, which allow companies in the United States to employ certain foreign workers. Bill Gates claims the cap on H1B visas make it difficult to hire employees for the company, stating "I'd certainly get rid of the H1B cap."[83]

Logos and slogans
In 1987, Microsoft adopted its current logo, the so-called "Pacman Logo" designed by Scott Baker. According to the March 1987 Computer Reseller News Magazine, "The new logo, in Helvetica italic typeface, has a slash between the o and s to emphasize the "soft" part of the name and convey motion and speed." Dave Norris, a Microsoft employee, ran an internal joke campaign to save the old logo, which was green, in all uppercase, and featured a fanciful letter O, nicknamed the blibbet, but it was discarded.[84]
Microsoft's logo with the "Your potential. Our passion." tagline below the main corporate name, is based on the slogan Microsoft had as of 2008. In 2002, the company started using the logo in the United States and eventually started a TV campaign with the slogan, changed from the previous tagline of "Where do you want to go today?."[85][86][87]

Microsoft "blibbet" logo, used until 1987.

Microsoft "Pacman" logo, designed by Scott Baker and used since 1987, with the 1994–2002 slogan "Where do you want to go today?"[85][86]

Microsoft logo as of 2008, with the current slogan "Your potential. Our passion."[86]

Criticism
Main article: Criticism of Microsoft

Corporate
Since the 1980s, Microsoft has been the focus of much controversy in the computer industry. The majority of criticism has been for its business tactics, often described with the motto "embrace, extend and extinguish". Microsoft initially embraces a competing standard or product, then extends it to produce their own incompatible version of the software or standard, which in time extinguishes competition that does not or cannot use Microsoft's new version.[88] These and other tactics have led to various companies and governments filing lawsuits against Microsoft.[89][45][17] Microsoft has been called a "velvet sweatshop" in reference to allegations of the company working its employees to the point where it might be bad for their health. The first instance of "velvet sweatshop" in reference to Microsoft originated from a Seattle Times article in 1989, and later became used to describe the company by some of Microsoft's own employees.[90][91]
Free software proponents point to the company's joining of the Trusted Computing Platform Alliance (TCPA) as a cause of concern. A group of companies that seek to implement an initiative called Trusted Computing (which is claimed to set out to increase security and privacy in a user's computer), the TCPA is decried by critics as a means to allow software developers to enforce any sort of restriction they wish over their software.
“ Large media corporations, together with computer companies such as Microsoft and Intel, are planning to make your computer obey them instead of you”
Richard Stallman, founder of the Free Software Foundation[92]
Advocates of free software also take issue with Microsoft's promotion of Digital Rights Management (DRM) and total cost of ownership (TCO) comparisons with its "Get the facts" campaign. Digital Rights Management is a technology that allows content providers to impose restrictions on the methods by which their products are used on consumer hardware; and subsequently, detractors contend that such technology is an infringement on fair use and other rights, especially given that it inhibits legal activities such as re-mixing or reproduction of material for use in slide shows.[93] The "Get the facts" campaign argues that Windows Server has a lower TCO than Linux and lists a variety of studies in order to prove its case.[94] Proponents of Linux unveiled their own study arguing that, contrary to one of Microsoft's claims, Linux has lower management costs than Windows Server.[95] Another study by the Yankee Group claims that upgrading from one version of Windows Server to another costs less than switching from Windows Server to Linux.[96

Thursday, February 28, 2008

HI.
I AM POURIA KHANZADI.
I GIVE YOU SOME INFORMATION FROM GAMES.

history of video games

History of video games
From Wikipedia, the free encyclopedia
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This article may contain original research or unverified claims.Please improve the article by adding references. See the talk page for details. (December 2007)

This article may contain an inappropriate mixture of prose and timeline.
Please help convert this timeline into prose or, if necessary, a list.
Video games were introduced as a commercial entertainment medium in 1971, becoming the basis for an important entertainment industry in the late 1970s/early 1980s in the United States, Japan, and Europe. After a disastrous collapse of the industry in 1983 and a subsequent rebirth two years later, the video game industry has experienced sustained growth for over two decades to become a $10 billion industry, which rivals the motion picture industry as the most profitable entertainment industry in the world.
History of…
Video games
Video game consoles
First generation (1972–1977)Second generation (1976–1984)Video game crash of 1983Third generation (1983–1992)Fourth generation (1987–1996)Fifth generation (1993–2002)Sixth generation (1998–2006)Seventh generation (2004–)
Arcade games
Golden Age of Arcade Games
Contents[hide]
1 Origins
1.1 Mechanical coin-operated games
1.2 First electronic games
2 Birth of the industry
2.1 First true video game
2.2 Early commercial video games
3 Early arcade games
3.1 Failures and success with Pong
3.2 Other successful arcade games
4 Golden Age of Video Arcade Games
4.1 First successful genre
4.2 Video games enter the mainstream
4.3 Other notable games and innovations
5 Establishment of the home market
6 1970s
6.1 University mainframe computers
6.2 Home computers
6.3 Video game crash of 1977
6.4 Second generation (1977–1983)
7 1980s
7.1 Early online gaming
7.2 Handheld LCD games
7.3 Video game crash of 1983
7.4 Third generation (1985–1989)
8 1990s
8.1 Decline of arcades
8.2 Handhelds come of age
8.3 Fourth generation (1989–1996)
8.4 Fifth generation (1994–1999)
9 2000s
9.1 Sixth generation (1998–2006)
9.2 Seventh generation (2004–Present )
10 See also
11 Further reading
12 References
13 External links
//

[edit] Origins
Main article: First video game

[edit] Mechanical coin-operated games
The video game industry as it exists today primarily sprang from two independent sources. The first of these was the coin-operated amusement business that began in the late nineteenth century at amusement parks, boardwalks, bars, and bowling alleys and consisted of mechanical devices operated by patrons who inserted coins to make the machines work. Starting in 1948, the jukebox became the most profitable and important coin-operated amusement device, but the most important game was pinball.[1] The pinball industry began in 1931 when David Gottlieb created the Baffle Ball machine, which was the second pinball machine but the first to be successfully mass produced.[2] The pinball market really took off in the 1950s during the post-World War II American economic boom.[3] The pinball business was responsible for the creation of the production, distribution, and consumer channels used by the new video game industry in its early days, and important American video game companies such as Bally Manufacturing (est. 1932), Williams Manufacturing (est. 1943), and Midway Games (est. 1958 and purchased by Bally in 1969) were all established for the creation of pinball and other coin-operated devices. In addition to pinball, these companies created mechanical sports games, driving games, and shooting games using light guns that were all forerunners of video game genres.[4]
Following the Korean War, the strong American military presence in Japan also served to expand the coin-operated amusement industry into that country. Because World War II had greatly depleted Japan’s manufacturing infrastructure, the early coin-operated companies in Japan were generally established by foreigners and imported American products. As the Japanese economy recovered and coin-operated amusements became popular, a large number of native Japanese companies entered the business as well. Taito, founded by Russian Jew Michael Kogan in 1953, was the first important company to enter the business in Japan, and it was soon joined by Service Games, founded in 1952 by American Marty Bromley to bring coin-operated amusements to American servicemen in Japan and later the biggest name in jukeboxes in Japan under the name Sega, and Rosen Enterprises, established by American Korean War veteran David Rosen as an instant photo booth importer in 1954 and a manager of arcades beginning in 1956. In 1964, Rosen instigated the merger of Sega and Rosen Enterprises into Sega Enterprises, which began creating its own mechanical games in 1966 with Periscope, which due to the high cost to import to the United States and Europe, set the long-standing standard play price in the arcade of twenty-five cents.

[edit] First electronic games
At the same time the arcade business was taking hold, important advances in electronics led to the creation of the first computers between 1937 and 1945 in the United States, Germany, and the United Kingdom. The early computers were giant mainframes that could take up whole rooms and cost hundreds of thousands of dollars and, as a result, were only found at top university research facilities and government institutions. As the transistor replaced the vacuum tube and the integrated circuit allowed for easier mass production, computers began to shrink in size and come down in price, spreading across universities and being adopted by businesses in the 1950s and 1960s. It was on these mainframe machines that university students in the 1960s and 1970s would design some of the first electronic games and establish most of the basic genres still popular today.

Tennis for Two
The first known concept for an electronic game was a device called the Cathode-Ray Tube Amusement Device patented in the United States by Thomas T. Goldsmith Jr. and Estle Ray Mann in 1948.[5] The proposed device would have used eight vacuum tubes to simulate a missile firing at a target and would use knobs to adjust the curve and speed of the missile. The earliest programs created to run a game on a computer appear to be a checkers program created by Christopher Strachey in 1951 on the Pilot ACE and Manchester Mark I and a tic-tac-toe program called OXO created by A.S. Douglas in 1952 on the EDSAC computer to demonstrate his thesis on human-computer interaction. Also in 1951, the NIMROD, a computer designed specifically to play the game Nim, was introduced at the Festival of Britain and displayed for several months. Perhaps the first true electronic game not a representation of a pen-and-paper or board game was created in 1958 on an oscilloscope by William Higinbotham and named Tennis for Two. Designed to entertain visitors to the Brookhaven National Laboratory at its annual visitors day, the game displayed a tennis court in side view and required controllers with a knob and a button. In this simple tennis game, the first player chooses an angle and serves the ball after which the second player must choose an angle and attempt to return the ball over the net. While popular at the visitor day, Higinbotham never attempted to patent or market the device, which was taken apart in 1959. Whether one of the concepts above, or another one entirely, counts as the first video game, none of them received wide distribution or had an impact on the industry.

[edit] Birth of the industry

Spacewar! is credited as the first widely available and influential computer game.
While the video game industry did not become firmly established until 1972, the three major facets of the market, computer games, home console games, and arcade games were all in place by the beginning of the 1970s.

[edit] First true video game
The landmark game that eventually led to the launch of both the college mainframe tradition and the video arcade game was conceived at MIT in 1961 by a group of friends including Steve Russell, Wayne Witanen, and J. Martin Graetz, members of an organization called the Tech Model Railroad Club, interested in science fiction novels and movies. When MIT replaced its aging TX-0 mainframe computer with a DEC PDP-1, which had a built-in monitor, Russell, Witanen, and Graetz wanted to create a program that would test and tax the new computer’s capabilities and drew on their love of science fiction in deciding to make a game involving spaceships. Russell was primarily responsible for the design of the game, which was finished in 1962. Called Spacewar!, the final product featured two ships dubbed the "Wedge" and the "Needle" for their shapes that two players controlled and moved around the screen while firing torpedoes at each other until one ship was destroyed. The game became more complex as Russell’s friends continued to modify it, with the most important additions being accurate gravity effects centered around a sun and a hyperspace function that would teleport the ship to a random part of the screen. DEC decided to distribute Spacewar! as a demo program with each PDP computer it sold, exposing university students across the country to the game. After Spacewar!, there was little advancement in computer games for the rest of the 1960s. While it is likely that other innovative games were created during this time period, no reliable method existed to distribute them across the country, as there was little standardization across computers and no good way to port games from one system to another. Spacewar! itself would likely not have become a national phenomenon (in university computer labs at least) if not for DEC’s decision to bundle the game with its computers. In the end, these games disappeared into oblivion as old machines broke down and old tape was erased.

[edit] Early commercial video games
In 1971, two Stanford University Students exposed to Spacewar! became the first individuals to release a commercial video game product when they hooked up a PDP-11 computer running Spacewar! to a monitor and a coin slot, named it Galaxy Game [3], and placed it in the student union with a cost of ten cents per game. After being briefly pulled for fixes, the game was in continuous operation from 1972 to 1979 when it was dismantled after the monitor began acting up. A far more important Spacewar! clone was created in 1971 by Nolan Bushnell and Ted Dabney. Bushnell had been exposed to Spacewar! at the University of Utah in the 1960s and also had a vision of arcades full of video games rather than mechanical ones developed after working a summer at an amusement park arcade. Through parts obtained from their employer, Ampex Corporation, Bushnell and Dabney constructed a custom dedicated system that played Spacewar! called Computer Space and then entered into a deal with a small coin-op company called Nutting Associates to create a production run of 1,500 units. The game had pages of instructions and complex controls and did not translate well from the computer lab to a mainstream audience, ending up a failure. Undaunted, Bushnell and Dabney established Atari Inc. on June 27, 1972 to continue making video arcade games.
While Nolan Bushnell was still in school, Ralph Baer, the head of the Equipment and Design Division of defense contractor Sanders Associates was able to pursue an idea he came up with during the early 1950s—the idea of playing a game on a television set. In 1966 he assembled a small team to make his concept a reality, and in 1967 they came up with a chase game in which a player represented by a dot chases another player represented by a dot through a maze. Next, a light gun was designed to shoot at a dot on the screen, and then paddles were added to manipulate the dot to create a tennis game. The final prototype was soon created that could play several games by using a series of switches to change the screen output and demonstrations were held for all the major television companies. Magnavox ended up buying the system and distributed it as the Magnavox Odyssey starting in 1972. Like the prototype, the system could play multiple games, mostly variations on the chase, shooting, and paddle games developed during design, but instead of switches, the Odyssey used circuit cards, which did not have the actual games programmed on them but controlled screen output. The system could not produce sound, had black-and-white graphics, and only contained enough processing power to create dots, paddles, and a few lines, so color overlays and accessories such as cards and dice were provided for some games. The controller consisted of three dials for horizontal movement, vertical movement, and spin, and a light gun shaped like a rifle was also sold separately. Retailing for around $100, the system was marketed poorly by Magnavox, which left consumers with the false impression that the system only worked on Magnavox televisions, and sold around 100,000 units over its lifetime,[6]

[edit] Early arcade games

[edit] Failures and success with Pong
Shortly after founding Atari, Bushnell and Dabney hired Al Alcorn as the company’s first game engineer. At the time, Bushnell was working on a racing game using the physics of Computer Space and was attempting to interest pinball giant Bally Manufacturing in the game. Bushnell told Alcorn that Atari had a contract from General Electric for a ping-pong game and told him to design it. No such contract actually existed, but Bushnell considered a ping-pong game something easy to design to get Alcorn into the business. What Alcorn came back with was a tennis game in which the paddle was divided into segments to vary the angle of return and which sped up during long rallies to make them more exciting. Bushnell decided it was good enough to release and tried to talk Bally into taking it. Bally would not do so without a test run, so Bushnell set up a prototype in a bar. At one point, the machine stopped working because it was overstuffed with coins, and when Bushnell learned about this, he decided to sell it himself instead, a departure from Atari’s business model, which was to create the games and then license them to other companies for manufacturing and distribution. Named Pong, the game featured simple yet entertaining game play and therefore became an immediate success upon release in 1972, unlike the complex Computer Space. Atari sold at least 6,000 units of the game,[citation needed] more than the most popular pinball machines of the time could boast,[7] and began the rise of the video game into mainstream culture. Those 6,000 machines represented only a third of the ball-and-paddle games on the market, however, as coin-op companies small and large soon released their own versions of Pong as well. Magnavox also took note of Pong, specifically the similarities between the game and its own tennis game on the Odyssey, and threatened to sue. Alcorn almost certainly did not steal from Magnavox when designing Pong, but it does appear that Bushnell attended a trade show and was exposed to the Odyssey before he assigned Alcorn the project.[8] The companies soon settled, with Atari becoming the official arcade distributor of Pong in return for a modest fee. Soon after the release of Pong, Bushnell bought out Dabney to become sole owner of the company.

[edit] Other successful arcade games
In 1973, Atari founded a rival company called Kee Games, headed by Bushnell’s second-in-command at Atari, Joe Keenan, that created clones of Atari products. Atari did so because arcade distributors of the day required exclusivity contracts for their areas of operation, limiting the reach of Atari’s products. Kee Games created the next big hit in video games in 1974, Tank, designed by Steve Bristow. Tank was a dueling game in which each player controlled a tank and had to negotiate a maze to destroy the tank of the other player and set off another wave of imitation when many other companies released one-on-one dueling games featuring both tanks and airplanes. The Atari/Kee Games relationship was kept a secret until uncovered in December of 1974. Tank was such a big hit, however, that everyone wanted to carry it and distributor exclusivity came to an end. The companies merged, with Joe Keenan becoming president of Atari. Atari was also responsible during this time for the first game to allow four-players (1973, Pong Doubles), the first game released as a waist-high "cocktail" cabinet (1974, Quadra Pong), the first arcade game involving pursuit in a maze (1973, Gotcha), the first driving/racing game (1974, Gran Trak 10), the first game with a scrolling playfield and a sit-down cabinet (1975, Hi-way), and the first first-person driving game (1976, Night Driver). Atari’s first big hit after Pong, however, was Breakout, essentially a single-player version of Pong in which the paddle is at the bottom of the screen and the player bounces a ball off the paddle to destroy bricks arrayed at the top of the screen. Released in 1976, Breakout sold 11,000 units.[citation needed]
While nearly every pinball company released a Pong clone in 1972 or 1973, very few companies remained dedicated to video game creation after that. The most important company was Bally Manufacturing, which released arcade games under its Midway label. Midway had its first big hit in 1975 with Gun Fight. Gun Fight was also the first Japanese video game imported into the American market, with Taito being the original creator of the game, which involved two cowboys on opposite sides of the screen dueling each other. Dave Nutting at Midway improved the graphics and added obstacles to the game, using the first microprocessor in an arcade game in the process, to create Midway’s hit version. In 1976, Nutting designed a submarine game called Sea Wolf, giving Midway a second hit that sold 10,000 units.[9] Another company to tap into video games in the early days was California-based Gremlin, which had a big success in 1976 with Blockade, in which each player controlled a vehicle that drew lines on the screen and attempted to force the other player to crash into these lines. Japanese company Sega also got involved in 1976, creating the first boxing game, Heavyweight Champ, and one of the first motorcycle driving games, The Fonz. Sega and Gremlin began to jointly develop/release some games together starting in 1977, and in 1982, Sega purchased Gremlin outright in order to give itself a larger presence in the United States. 1976 also saw the first major protest against video game violence when a company called Exidy released Death Race in which the player had to run over "gremlins" that resembled human stick-figures. After an initial period of success, the video game market began to decline in late 1976 as the novelty of the games wore off.

[edit] Golden Age of Video Arcade Games
Main article: Golden Age of Video Arcade Games

[edit] First successful genre
After a brief period of decline, the arcade industry entered its greatest period of creativity and popularity in 1978 to begin what has commonly been dubbed the "Golden Age of Arcade Games". Fueling this new growth were two very different games from companies Atari and Taito. Toshihiro Nishikado was supposedly inspired by a dream in his creation of Space Invaders, but whatever the origin, the game created a new craze with its simple, yet addictive game play in which the player controlled a gun battery at the bottom of the screen and had to destroy aliens advancing down the screen in rows one line at a time. While the player could never "win" the game, as destroying all the aliens led to the game starting over at greater difficulty until the player finally died, Space Invaders introduced the high score, providing a new social dimension to the video game as players tried to top each others' performances (Space Invaders did not, however, allow the player to enter his initials next to his score; this practice began with the 1979 Exidy game Star Fire). A slow seller at first in Japan, the game eventually sold over 100,000 units[citation needed] and caused a phenomenon as small stores switched to housing rows of Space Invader cabinets and a shortage of the 100 Yen coins required to play the game resulted in the Japanese government having to increase production of the coin. Taito released the game through Midway in the United States, where the game sold 60,000 units within a year[10] and cemented the place of the shoot 'em up genre in video games. At the same time, Atari released a revolutionary new sports game, Atari Football, that was both the first sports game to feature a smooth-scrolling screen and the first game of any type to feature the trackball as a controller. Released initially in a two-player version and followed up with a four-player model, Atari Football required the player on offense to spin the trackball to advance his runner down the field while the defender attempted to tackle him and nearly matched Space Invaders quarter for quarter in the United States until early 1979 when the football season ended.
After the success of Space Invaders, a large number of established coin-op companies that had avoided video games altogether or pulled out after releasing a Pong clone or two chose to fully embrace the new medium including pinball giants Williams and Gottlieb and Japanese coin-op companies such as Konami (est. 1969 as a jukebox rental and repair business) and Namco (est. 1955 as a mechanical rocking-horse manufacturer and operator). Several newer companies also entered the field such as Irem (est. 1974), SNK (est. 1978), and Technos Japan Corporation (est. 1981). Space shooters, whether fixed like Space Invaders or multi-directional like Spacewar!, remained the hottest arcade genre into 1980 and continued to be popular long after that, with important golden age games including Namco’s Galaxian (1979, a Space Invaders clone that was the first game with true three-channel RGB color graphics) and its sequel, Galaga (1981), SNK's Ozma Wars (1979, the first shoot 'em up with multiple stages or levels), Williams' Defender (1980 by Eugene Jarvis, a complex game that required the player to rescue astronauts being snatched by aliens that sold 55,000 units[11] and was the first scrolling shoot 'em up), Amstar’s Phoenix (1980, another Space Invaders clone that was the first arcade game to include a final boss fight), Konami’s Scramble (1981, a horizontally-scrolling shooter that established what became the basic parameters of the scrolling shoot 'em up in which the player is propelled though several stages while dodging obstacles and dispatching enemies), Namco's Xevious (1982, the first vertically-scrolling shoot 'em up), and Sega’s Zaxxon (1982, a scrolling shooter that was the first video game of any genre to make use of the isometric perspective). The genre was also expanded to include games using vehicles rather than space ships such as Irem's shooter Moon Patrol (1982, the first game to feature parallax scrolling)[12] and games involving characters rather than vehicles in single-screen games like Jarvis's Robotron: 2084 (1982) and vertically-scrolling games like Taito's Front Line (1982), innovative as being one of the earliest military-themed games and the earliest in which the player kills actual humans rather than spaceships, robots, aliens, etc.

[edit] Video games enter the mainstream

Pac-Man was released in 1980
While Space Invaders reinvigorated the arcade market, it was a 1980 game from Namco that elevated the video game firmly into American popular culture. Namco hired Toru Iwatani, a pinball enthusiast, in 1977 to design games. Iwatani was somewhat put off by the shoot 'em ups dominating the market after Space Invaders and wanted to create a non-violent game that would appeal to both sexes. Deciding to base the game around taberu, the Japanese word meaning "to eat," Iwatani came up with a maze game in which the player had to collect all 240 dots in the maze while avoiding a group of enemy ghosts. In perhaps the first instance of a video game power-up, the player could eat one of four "power pills" in the maze to briefly gain the ability to eat the ghosts, which then leave the maze for a brief period. The shape of the protagonist came to Iwatani in a pizzeria when he removed the first slice from a pizza and was struck by the resulting circle with a missing slice that looked like a mouth. Both protagonist and game were named Puck-Man in reference to the shape, but for the U.S. release, Namco was afraid vandals might change the "P" to an "F" and gave the game the title it is more widely recognized by today, Pac-Man. An immediate hit in the United States, Pac-Man became the best-selling arcade game in that country to date with over 100,000 units sold,[citation needed] and created a new craze for maze games that partially displaced the shoot 'em up games. This also resulted in video games moving out of the arcades to locations such as convenience stores, drug stores, hotels, and airports, and resulted in Pac-Man himself becoming the first identifiable video game character and mascot, appearing on the cover of Time, being featured in the hit song Pac-Man Fever, and appearing in a number of products from bed sheets, dolls, penny banks, and stickers, to a Saturday morning cartoon. In 1981, MIT students Doug Macrae and Kevin Curran started a business called General Computer to produce enhancement kits for existing arcade games and ended up working with Midway, Pac-Man's American distributor, to create a sequel by applying such a kit to the Pac-Man board to create Ms. Pac-Man, which improved on the original by having four mazes instead of one, faster game play, and random enemy movement rather than fixed patterns and became the best-selling arcade game of all time in the United States with 115,000 units sold.[13] Namco was also responsible for the 1982 racing game, Pole Position, considered the first great racing game by providing the most realistic racing action yet seen in the arcade as well as being one of the earliest to feature full color graphics and helping to pioneer the "rear-view racer" format that became standard in the genre.[14][15][16]

[edit] Other notable games and innovations
In addition to shoot 'em ups and maze games, the third important genre to emerge from the arcades in the golden age was the platform game. In its simplest form, a platform game features a series of platforms that the player must navigate using conveyances such as ladders while collecting objects or dispatching enemies while dodging obstacles. Small company Universal Sales released the first such game in 1980, Space Panic, but the platform game did not begin its rise to prominence until the 1981 release Donkey Kong from Nintendo. At the time, Nintendo was a small Japanese game company originally founded in 1889 to manufacture Japanese hanafuda cards. Under the leadership of Hiroshi Yamauchi, who guided Nintendo as president from 1949 until retirement in 2002, the company began to experiment in other realms in the 1960s, most notably toys. After initial difficulty, the company became a success in the toy industry through several clever mechanical contraptions from engineer Gunpei Yokoi and expanded into video arcade games after the success of Space Invaders. When the company's Galaxian clone Radarscope failed to catch on in the United States, however, the company's tenuous international expansion appeared doomed to failure. To salvage the situation, Nintendo of America president Minoru Arakawa asked for a game that could be retrofitted into existing unsold Radarscope cabinets. Not wanting to divert personnel from existing projects, Yamauchi agreed to the request but placed untested artist Shigeru Miyamoto on the project. Launching a career, a company, and an entire genre, Miyamoto's Donkey Kong improved on the basic mechanics first seen in Space Panic, most importantly giving the protagonist the ability to jump to avoid obstacles. Requiring the player to guide Jumpman through four distinct single-screen stages to rescue his girlfriend Pauline from the giant ape Donkey Kong, the game sold 60,000 units[citation needed] and remained Nintendo's top selling machine into 1983. A sequel, Donkey Kong Junior, followed in which Jumpman was the villain and gained a new name, Mario, after Nintendo of America landlord Mario Segale. Other companies soon put out their own platform games, including Taito's Jungle King (1982), which did not actually have platforms, but included the typical run-and-jump mechanics of the platformer and was the first such game to advance via smooth scrolling, and Elevator Action (1983), a forerunner of the platform shooter that gave the hero the ability to fight back against his enemies with a gun and a flying kick, Williams' Joust (1982), the first two-player cooperative platform game, Gottlieb's Q*bert (1982), the first isometric platform game, and Namco's Mappy (1983), the first smooth-scrolling arcade game that combined run-and-jump mechanics and platforms.
The golden age was remarkable not only for its game play advances, but also for its technical innovations. One of the most important was the implementation of vector graphics, created by an electron beam drawing lines on a black screen. The use of vector graphics allowed designers to animate many more objects on the screen at the same time at a sharper resolution than raster graphics allowed at the time as well as create better-defined shapes and even wire frame 3D models. Vector graphics were pioneered by Larry Rosenthal, who wrote his master’s thesis on Spacewar! and created a vector graphics system that would allow the game to be accurately modeled in the arcade. Rosenthal took his system to Cinematronics, a small arcade game company founded in 1975, which produced his Spacewar! clone Space Wars in 1977, which sold 30,000 units,[citation needed] established Cinematronics as a leading arcade game producer and led to the creation of several important games using vector graphics. These games include Cinematronics own Warrior (1979, a top-down view swordfighting game that was the first fighting game) and Rip Off (1980, a tank combat game that was the first important game in which two players played cooperatively, preceded only by an obscure 1978 Atari game called Fire Truck), as well as landmark Atari games Asteroids (1979 by Ed Logg, a space shooter in which the player must destroy asteroids that became Atari’s best-selling arcade game with 70,000 units sold in the U.S. and another 30,000 sold abroad),[17] Battlezone (1980 by Ed Rotberg, a tank combat game that was the first commercial game with 3D graphics and the first with a first-person perspective), Tempest (1981 by Dave Theurer, a tube shooter that was the first game to allow the player to continue from the point of death by inserting another coin), and Star Wars (1983, a first-person space shooter that was one of the first successful movie tie-in games). Vector graphics machines could be temperamental and prone to break downs, however, causing vector games to virtually disappear after 1983 as raster graphics became more advanced.
Another advance late in the golden age was the use of the laserdisc to store game data. While Sega released the first such game in early 1983, the shoot 'em up Astron Belt, it was once again Cinematronics that was on the cutting edge of a new technology. Conceived by Rick Dyer and animated by Don Bluth, the 1983 release Dragon's Lair made use of the increased capacity of the laserdisc to feature lavish animated sequences, create the first true story in a video game, and pioneer what would later be called the interactive movie. While the graphics were extraordinary, the game play merely consisted of choosing which path the hero should take at branching points in the story, leading to a game that could take many quarters to conquer the first time, but which had virtually no replay value once the proper sequence was known. Dragon's Lair sold 16,000 units[18] and created a brief demand for laserdisc games, but they ended up being merely a passing fad.

[edit] Establishment of the home market

A comparison of the launch prices of selected home consoles, adjusted for inflation.
While the Magnavox Odyssey failed to create a viable home video game console market, it was not long before such a market finally came into being. Once again it was Atari at the forefront of this new area, bringing the smash hit Pong into the home with a dedicated console designed by Alcorn, Harold Lee, and Bob Brown called the Sears Tele-Game System in 1975. The game system sold 150,000 units in the 1975 Christmas season alone[citation needed] and illustrated the viability of a home video game market. As when Pong first hit the arcades, a large number of imitators prepared to cash in on the success. The most significant of these competitors was Coleco Industries, a toy company originally founded as the Connecticut Leather Company in 1932. Coleco CEO Arnold Greenberg was immediately attracted to the home video game market when he saw Atari's product and hired Eric Bromley away from Midway to design a tennis game for the company. Called the Telstar, the ball-and-paddle console took advantage of the General Instrument AY-3-8500 that the company marketed cheaply as a "pong-on-a-chip" solution and a wide open market caused by no other company receiving their orders from General Instrument on time to supplant Atari's system at the top of the emerging home market after its release around Father's Day 1976. In 1977, Coleco attempted to capitalize on this success with eight additional games including Pong and Tank variants, but these products were failures due to a dock worker strike and other issues that led Coleco to be unable to meet demand in the 1977 holiday season.
While Coleco was floundering, the home market entered a new phase in late 1976 when Fairchild Camera and Instrument released the Fairchild VES, later renamed the Channel F. Retailing for $169.95, the system was the first home console to use cartridges storing ROM information to allow multiple games to be programmed for a single system (as opposed to the circuit cards of the Odyssey that only had a limited capability to change screen output). Rather than being confined to a small selection of games included in the box, consumers could now amass libraries of game cartridges. Retailing for $19.95 each, the cartridges included sports games, board games, educational games, and a couple of primitive shooting games. The system was not particularly successful, but the concept quickly caught on with electronics companies. RCA was the first to get into the new market in early 1977 with the Studio II, Coleco released a system later that year called the Telstar Arcade, and Atari prepared its answer to the new home market. Actually conceived before the VES was released, the Atari VCS was developed by Jay Miner, Larry Wagner, Ron Milner and Joe Decuir and was based around the MOS Technology 6507 processor, a slightly more limited version of that company's popular 6502 processor. Retailing for $249.95 and more powerful than the VES or the Studio II, the system was released in late 1977 with nine games: Combat (a game featuring several variations on Tank that was packaged with the system), Video Olympics (essentially several variations of Pong), Air-Sea Battle, Basic Math, Blackjack, Indy 500, Star Ship, Street Racer, and Surround (a Blockade clone). The system featured multiple controllers including the first joystick on a home system, designed by Steve Bristow, a control device that soon became standard on console systems. In order to insure a big initial release to forestall competitors, Atari head Nolan Bushnell sold the company to Warner Communications to procure enough capital for the launch.
At the same time the home console market was developing, a new market for handheld electronic games began to emerge as well. While early products in this field were not truly video games, using simple LED displays to convey the action, the handheld market represented the beginning of a new avenue for video game entertainment. The first known electronic handheld was a Tic-Tac-Toe game released by a company called Waco in 1972. Toy company Mattel created the first fully digital handhelds in 1976, however, with its first two LED releases Auto Race and Football. Conceived of by Mattel marketing director Michael Katz and developed by Richard Chang, the LED games, particularly Football, quickly became successful and established a new handheld market. Coleco became Mattel's biggest competitor when Bromley designed his own LED football game called Electronic Quarterback in 1978, and Coleco ran an ad campaign comparing its obstensively superior products to those of Mattel. This campaign was run by none other than Michael Katz, whom Greenberg lured away from Mattel. As handhelds became popular, the Atari VCS sold poorly after arriving late for the 1977 Christmas shopping season, and the home market became glutted with the Channel F, Studio II, and VCS joined by the Odyssey² cartridge system from Magnavox and the Bally Professional Arcade, the home market began to fail during the small crash of 1977–1978. In 1979, the Studio II was discontinued, the rights to the Channel F were sold, after which it quickly disappeared, and Bally sold its consumer products division, ending the run of the Bally Professional Arcade (though it was later re-released by another company as the Bally Professional Computer, later renamed Astrocade, in 1981, failing to have much impact on the market before being discontinued for good in 1985). The VCS and Odyssey² remained on the market, but neither one was selling well. Fed up with poor sales by 1978, Warner CEO Steve Ross removed Nolan Bushnell late in the year after a feud over the direction the company should take and replaced him with textile-industry executive Ray Kassar.

[edit] 1970s
At this time, computer and video game development split to many areas, such as arcade machines, university computers, handhelds, and home computers.

[edit] University 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, making questionable use of very expensive computing resources, and thus were not anxious to let very many people know what they were doing. There were, however, at least two notable distribution paths for the student game designers of this time.
PLATO 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), and 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 MIT. 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 1971–1972, 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 Hunt the Wumpus for the PDP-10, a hide-and-seek game, though it could be considered the first text adventure. Yob wrote it in reaction to existing hide-and-seek games such as Hurkle, Mugwump (game), 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.
1975: Will Crowther wrote the first text adventure game as we would recognize it today, 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 PDP-10 traditions.
1975: Before the mid-1970s games typically communicated to the player on paper, using teletype machines or a line printer, at speeds ranging from 10 to 30 characters per second with a rat-a-tat-tat sound as a metal ball or belt with characters was pressed against the paper through an inked ribbon by a hammer. 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.
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, top-down dungeon maps that showed the areas that the party had seen or could see, allowing for light or darkness, the different vision of elves and dwarves, etc.
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.
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. In a classic case of "connections", Lebling was a member of the same D&D group as Will Crowther, but not at the same time. Lebling has been quoted as saying "I think I actually replaced him when he dropped out. Zork was 'derived' from Advent in that we played Advent … and tried to do a 'better' one. There was no code borrowed … and we didn’t meet either Crowther or Woods until much later."
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.

[edit] Home computers
While the fruit of development in early video games appeared mainly (for the consumer) in video arcades and home consoles, the rapidly evolving home computers of the 1970s and 80s allowed their owners to program simple games. Hobbyist groups for the new computers soon formed and game software followed.

The Tandy TRS-80, the first Tandy computer and one of the machines responsible for the personal computer revolution.
Soon many of these games (at first clones of mainframe classics such as Star Trek, and then later clones of popular arcade games) 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 listing. Early home computers from Apple, Commodore, Tandy and others had many games that people typed in.
Another distribution channel was 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 in plastic bags before the game was published.

[edit] 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 stayed in the home console market. However, this was a "minor" crash compared to the later one in 1983.[citation needed]

[edit] Second generation (1977–1983)
Main article: History of video game consoles (second generation)
In the earliest consoles, the computer code for one or more games was hardcoded into microchips using discrete logic, and no additional games could ever be added. By the mid-1970s video games were found on cartridges. 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 ran whatever program was stored there. Rather than being confined to a small selection of games included in the box, consumers could now amass libraries of game cartridges.
Three machines dominated the second generation of consoles in North America, far outselling their nearest rivals:
In 1977, Atari released its cartridge-based console called the Video Computer System (VCS), later called Atari 2600. Nine games were designed and released for the holiday season. It would quickly become by far the most popular of all the early consoles.
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.
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. It was the first third-party developer of video games. Many new developers would follow their lead in succeeding years.

[edit] 1980s
In the early 1980s, the computer gaming industry experienced its first major growing pains. Publishing houses appeared, with many honest businesses (and in rare cases such as Electronic Arts, successfully surviving to this day) 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 many bold, unique games, a legacy that continues to this day. The primary gaming computers of the 1980s emerged in 1982: the Commodore 64, Apple II (although the Apple II started in 1977) and ZX Spectrum. The ZX Spectrum was mostly used and known only in the UK, whilst the USA had the Apple II, Commodore 64, and Atari 800. Over the run of 15 years, the Apple II had a total of almost 20,000 programs, making it the 8-bit computer with the most software overall.
The Golden Age of Arcade Games reached its full steam in the 1980s, with many technically innovative and genre-defining games in the first few years of the decade. Defender (1980) established the scrolling shooter and was the first to have events taking place outside the player’s view, displayed by a radar view showing a map of the whole playfield. Battlezone (1980) used wireframe vector graphics to create the first true three-dimensional game world. 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. Pole Position (1982) used sprite-based, pseudo-3D graphics when it pioneered 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. Pac-Man (1979) was the first game to achieve widespread popularity in mainstream culture and the first game character to be popular in his own right. Dragon's Lair (1983) was the first laserdisc game, and introduced full-motion video to video games.
With Adventure establishing the genre, the release of Zork in 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. When affordable computers started catching up to and surpassing the graphics of consoles in the late 1980s, the games' popularity waned in favor of graphic adventures and other genres. The text adventure would eventually be known as interactive fiction and a small dedicated following has kept the genre going, with new releases being nearly all free.
Also published in 1980 was Roberta Williams' Mystery House, for the Apple II. It was the first graphic adventure 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. Mystery House remains largely forgotten today.

The Commodore 64 system
In August 1982, the Commodore 64 was released to the public. 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 port 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 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.
SuperSet Software created Snipes, a text-mode networked computer game in 1983 to test a new IBM PC 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 Doom and Quake.
The true modern adventure game would be born with the Sierra King's Quest series in 1984. It featured color graphics and a third person perspective. An on-screen player-controlled 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. Lucasarts would do away with this last vestige feature of text adventures when its 1987 adventure Maniac Mansion built with its SCUMM system allowed a point-and-click interface. Sierra and other game companies quickly followed with their own mouse-driven games. For more on the history of adventures games, see Adventure games, history of
With Elite in 1984, David Braben and Ian Bell ushered in the age of modern style 3d graphics in the home, bringing a convincing vector world with full 6 degree freedom of movement and thousands of visitable planetary systems into the living room. Initially only available for the BBC Micro and Acorn Electron, the success of this title caused it eventually to be ported to all popular formats, including the Commodore 64, ZX Spectrum, Commodore Amiga, Atari ST and even the Nintendo Entertainment System, although this version only received a European release.
The IBM PC compatible computer became a technically competitive gaming platform with IBM’s PC/AT in 1984. The new 16-color EGA display standard allowed its graphics to approach the quality seen in popular home computers like the Commodore 64. The primitive 4-color CGA graphics of previous models had limited the PC’s appeal to the business segment, since its graphics failed to compete with the C64 or Apple II. 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.
In computer gaming, the later 1980s are primarily the story of the United Kingdom’s rise to prominence. The market in the UK was primely positioned for this task: personal computer users were offered a smooth scale of power versus price, from the ZX Spectrum up to the Amiga, developers and publishers were in close enough proximity to offer each other support, and the NES made much less of an impact than it did in the United States, being outsold by the Master System.
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, causing 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.

The Yamaha YM3812 sound chip.
Dedicated sound cards started to address the issue of poor sound capabilities in IBM PC compatibles in the late 1980s. AdLib 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 AdLib 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 late 1980s, but its big successes came in the 1990s.

[edit] Early online gaming
Dialup bulletin board systems were popular in the 1980s, and sometimes used for online game playing. The earliest such systems, in the late 1970s and early 1980s, had a crude plain-text interface, but later systems made use of terminal-control codes (the so-called ANSI art, which included the use of IBM-PC-specific characters not actually part of an ANSI standard) to get a pseudo-graphical interface. Some BBSes 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 multiuser BBSs (where more than one person could be online at once), there were sometimes games allowing the different users to interact with one another; some such games of the fantasy role-playing variety were known as MUDs, for "multi-user dungeons". These games eventually evolved into what are known today as MMORPG.
Commercial online services also arose during this decade, starting with a plain-text interface similar to BBSs (but operated on large mainframe computers permitting larger numbers of users to be online at once), and moving by the end of the decade to 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 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.

[edit] Handheld LCD games
Nintendo’s Game & Watch line began in 1980. The success of these LCD handhelds spurred dozens of other game and toy companies to make their own portable games, many being copies of Game & Watch titles or adaptations of popular arcade games. Improving LCD technology meant the new handhelds could be more reliable and consume less 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.

[edit] Video game crash of 1983
Main article: 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 conceived games such as E.T. the Extra-Terrestrial and Pac-Man for the Atari 2600. It was discovered that more Pac-Man cartridges were manufactured than there were systems made. In addition, so many E.T. the Extra-Terrestrial cartridges were left unsold that Atari supposedly buried thousands of cartridges in a landfill in New Mexico.

[edit] Third generation (1985–1989)
Main article: History of video game consoles (third generation)
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 Nintendo Entertainment System or Famicom
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 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 PC Engine in Japan and the Sega Master System in Europe, Australia and Brazil (though it was sold in North America as well).
In the new consoles, the gamepad 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 Dragon Quest series made its debut in 1986 with Dragon Quest, and has created a phenomenon in Japanese culture ever since. Also at this time, the Japanese company SquareSoft was struggling and Hironobu Sakaguchi decided to make their final game, titled Final Fantasy (1987), a role-playing game (RPG) modeled after Dragon Quest, and the Final Fantasy series was born as a result. Final Fantasy saved Squaresoft from bankruptcy, and would later go on to become the most successful RPG franchise. At around the same time, the Legend of Zelda series made its debut on the NES with The Legend of Zelda (1986). Hideo Kojima’s Metal Gear series also made its debut with the release of Metal Gear (1987) on the MSX2 computer, giving birth to the stealth-based game genre. Metal Gear was ported to the NES shortly after. In 1989, Capcom released Sweet Home (1989) on the NES, which served as a precursor to the survival horror genre.
In 1988, Nintendo published their first issue of Nintendo Power magazine, becoming what could be considered the first newsletter dedicated to video games, inspiring such magazines as Game Informer and PlayStation Magazine.

[edit] 1990s
If the 1980s were about the rise of the industry, the 1990s were about its maturing into a Hollywood-esque landscape of ever-increasing budgets and increasingly consolidated publishers, with the losers slowly being crushed or absorbed. As this happens, the wide variety of games that existed in the 1980s appears to fade away, with the larger corporations desiring to maximize profitability and lower risk.
With the increasing computing power and decreasing cost of processors as the Intel 80386, Intel 80486, and the Motorola 68030, the 1990s saw 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[19] ), and then simplified forms of texture mapping (Wolfenstein 3D).
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 demos (often only one or two levels), distributed free on CDs with gaming magazines and over the Internet.
1992 saw the release of real-time strategy (RTS) game Dune II. It was by no means the first in the genre (several other games can be called the very first RTS, 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) planted the seeds of what would become known as the survival horror genre. It established the formula that would later flourish on CD-ROM based consoles, with games such as Resident Evil and Silent Hill.
Adventure games continued to evolve, with Sierra’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. It went on to remain the best-selling game of all time for much of the decade.[citation needed] Myst, along with Star Wars: Rebel Assault and Trilobyte’s The 7th Guest, were among the "killer apps" that made CD-ROM drives standard features on PCs.[citation needed] Despite Myst’s mainstream success, the increased popularity of action-based and real-time games led adventure games and simulation 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 wildly popular day to day life simulator, The Sims in 2000.
In 1996, 3dfx 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 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 3DO) luring many main-stream gamers into this complex genre.
The 90s also saw the beginnings of Internet gaming, with MUDs (Multi-User Dungeons) in the early years. 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’s Age of Empires, Blizzard’s Warcraft and StarCraft series, and turn-based games such as Heroes of Might and Magic. MMORPGs (Massively Multiplayer Online Roleplaying Games), such as Ultima Online and EverQuest freed users from the limited number of simultaneous players in other games and brought the MUD concept of persistent worlds to graphical multiplayer games. Developments in web browser plugins like Java and Macromedia 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, 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, Splinter Cell, Enter The Matrix, and Hitman all use a third-person camera perspective, but are otherwise very similar to their first-person counterparts.

[edit] 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. By this time, video arcades had earned a reputation for being seedy, unsafe places.[citation needed] An increasing number of players would wait for popular arcade games to be ported to consoles rather than going out. Arcades had a last "hurrah" in the early 1990s with Street Fighter II and the one-on-one fighting game genre. As patronage of arcades declined, many were forced to close down. Classic coin-operated games have largely become the province of dedicated hobbyists.
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, 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 is a similar type of establishment focused towards children.

[edit] 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.

[edit] Fourth generation (1989–1996)
Main article: History of video game consoles (fourth generation)
The Sega Mega Drive (known in North America as the Sega 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.

Mortal Kombat, released in both SNES and Genesis consoles, was one of the most popular game franchises of its time.
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 HuC6260 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 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.

[edit] Fifth generation (1994–1999)
Main article: History of video game consoles (fifth generation)

Metal Gear Solid, notable for its innovative use of in-game generated cinemas, detailed integration of haptic effects, and theatrical story delivery. MGS primarily defined the Stealth game genre.
In November 1993, Atari released the Atari Jaguar, a 64-bit gaming system which hadn't had much succsess because the players knew Sony and Sega would capture the market. One year later, in 1994–1995, Sega released the Sega Saturn and Sony made its debut to the video gaming scene with the PlayStation. Both consoles used 32-bit technology; the door was open for 3D games, though the Sega Saturn launch in the US started with a controversial advert launch which saw a PlayStation console being thrown out of a window of a tower block in an attempt to convince viewers that the Sega Saturn was much better than the PlayStation. Sony's PlayStation would become the world's most successful console in the 32/64-bit era, with only the PlayStation 2 topping this accolade at the beginning of the 21st century.
After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996, selling more than 1.5 million units in only three months.[citation needed] The 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.
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, instead of one world like other contemporaries such as DOOM or Quake.[citation needed] The Legend of Zelda: Ocarina of Time (1998), Nintendo's 3D debut for the The Legend of Zelda adventure game series, is often regarded as one of, if not almost "the" greatest game of all time by various critics, and featured innovations that would influence similar gaming for years to come.
The success of Metal Gear Solid (1998) for the PlayStation led to its creator/director Hideo Kojima to be included in the list of "Top 10 people to shape the world".[citation needed] With this much success, Metal Gear Solid was named as part of variety of top game lists, later becoming a high-selling series among Sony's platforms.[citation needed]
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. In particular, SquareSoft, 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 a leader in the video game market. The Saturn was successful in Japan but a failure in North America, leaving Sega outside of the main competition.

[edit] 2000s

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The most recent decade has shown innovation on both consoles and PCs, and an increasingly competitive market for portable (handheld) game systems.
The phenomena of user-created modifications (or "mods") for popular games was one trend that began around the turn of the millennium. It is generally accepted that the earliest mod was Castle Smurfenstein, for Castle Wolfenstein.[citation needed] The most famous example is that of Counter-Strike; released in 1999, it is still the most popular online first-person shooter of all time, even though it was created as a mod for a separate game called Half-Life by two completely 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.

[edit] Sixth generation (1998–2006)
Main article: History of video game consoles (sixth generation)
1998
Sega released the Dreamcast in Japan. It later came out in the US in 1999.
Dance Dance Revolution was released in Japan.
Nintendo released the Game Boy Color.
2000
Sony released the PlayStation 2.
The Sims was released. It was an instant hit and became the best-selling computer (non-console) game of all time, surpassing Myst.[citation needed]
2001
Nintendo released the Nintendo GameCube and the successor to the Game Boy Color, the Game Boy Advance.

The Xbox, Microsoft's entry into the videogame console industry.
Microsoft entered the videogame console industry by releasing its home console, Xbox. Its flagship game, Halo: Combat Evolved, is also available at the system's launch.
Sega announced they would no longer manufacture hardware and discontinue the Dreamcast. However, from that time through 2006, the DC saw continued publication of hardcore games like arcade shooters, graphic adventures, and homebrew software.
Grand Theft Auto III is released. In the Australian market, it was banned due to breaches of OFLC (Office of Film and Literature Classification) guidelines and pulled off shelves. It was later re-released with modified code.
2002
Sega became a third-party developer and publisher for all other current machines and the PC.
Retro Studios develops Metroid Prime, popularizing the first-person adventure genre.[citation needed]
2003
Infogrames, owner of the Atari intellectual properties, changed its name to Atari.
Nintendo released the improved Game Boy Advance SP in March.
Nokia entered the handheld market with its N-Gage game-phone hybrid on October 7.
PS2 Linux Kit is launched.
2004
Halo 2 was released in November, becoming the largest entertainment release at the time. Within 5 days of release, Halo 2 becomes the best-selling Xbox game.
Half-Life 2 was released in mid-November, and goes on to become one of the most critically acclaimed games of all time, with almost universal praise.
2005
Resident Evil 4 for Nintendo GameCube becomes the most critically acclaimed game of the year.[citation needed]
November — Guitar Hero is released, with great reviews.

[edit] Seventh generation (2004–Present )
Main article: History of video game consoles (seventh generation)

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2004
Nokia releases a re-tooled N-Gage, the N-Gage QD.
Nintendo released the Nintendo DS in the U.S. on November 21.
Sony released the PlayStation Portable in Japan on December 12.
2005
PlayStation Portable (PSP) is released to the U.S. market on March 23.
Nintendo reveals early details of their next-generation video game console, the Wii (then codenamed Nintendo Revolution) during E3. At TGS Nintendo reveals their "revolutionary" controller. It includes tilt, position and movement sensors, and is one-handed (though an attachment can occupy the other hand for some games.)
The Hot Coffee Mod is released for the PC version of Grand Theft Auto: San Andreas which enables a previously disabled "sex minigame." Hacks to enable this previously unavailable content on other platforms are quickly created by the users. The game's rating is raised to AO in the US, which removes it from virtually all mainstream stores. Rockstar Games re-releases the game without the hidden content, bringing it back to an M rating—as well as a patch to remove the minigame from existing PC versions.
Sony demonstrates the PlayStation 3 during a pre-E3 press conference. Anticipation for the console's release grows steadily. It is announced that it will have a MSRP of either US$500 or US$600, depending on included features.
Nintendo redesigns the Game Boy Advance again with the Game Boy Micro on October 2.
In November, Nokia announces the N-Gage will be discontinued until at least 2007.[verification needed]
Microsoft releases their second video game console, the Xbox 360 on November 22. It is well received in America,[clarify] with resold units going for much higher than MSRP on the secondary market but suffered in the Japanese market, with many retailers having to go to extreme measures just to get them off the shelves.[20] Although widely regarded as a superb console, stock shortages as well as system instability or poorly manufactured systems have marred this otherwise-successful launch.
The video game Spore is shown at the GDC, and is received well, due to its procedural generation and massively single-player style.
2006

The Nintendo DS Lite
The Nintendo DS Lite, a redesign of the Nintendo DS is announced on January 26, with a Japanese release set for March 2.
Nintendo announces Wii on April 27. Wii (pronounced "we") features a new controller with an unorthodox, remote control-like shape, to encourage new users to play, which is based around the concept of direct motion control—whatever you do in real life affects what happens on the screen.
At E3 2006, The Bungie Team announces the 3rd game in the Halo trilogy.
Again, Sony demonstrates the PlayStation 3 at a pre-E3 press conference. First- and third-party games are revealed. The redesigned controller is said to have tilt-sensitivity, looks more like the DualShock controllers, and has lost rumble functionality in order to accommodate a motion sensor within the controller and comply with legal action taken against them. It is confirmed that there will be two packages. One is sold for about $499 with a 20 GB hard drive, and the other $599 with 60 GB and Wi-Fi. Prices in the PAL region are set to be as much as 33% higher or more. The system launched with 80,000 consoles in Japan on November 11 and 400,000 consoles in North America on November 17, with the PAL region following in March 2007. Originally the PAL markets were also going to have a November 2006 release, but was pushed back due to a shortage of parts.[21]
Envizions Computer Entertainment announced Evo: Phase One, a "next generation media hub" that "allows customers to pause, rewind and record live TV, store family photos, play 3D PC games, and access console like applications." Though noted as being a powerful system, its price tag is higher than that of any other console this generation; its RRP is set at US$679.99.
Sony releases the PlayStation 3 on November 17, chaos erupts at several locations in the US due to high demand and extremely limited retailer supply. Two men were shot, and many others were injured.
Nintendo launched the Wii on November 19 with an 800,000 unit launch across the United States.[citation needed] Sales surged for the Wii and it eventually sold 2 million units by the end of December, compared to the PlayStation 3's sales of less than a million (800,000).[citation needed]
2007
In March, Microsoft announces a new version of the Xbox 360 dubbed "Elite" that includes HDMI video output and upgrades the hard drive capacity to 120 GB. The new version also comes in a new color: black. Microsoft also introduces existing accessories in black alongside the release of the upgraded system. First speculation thought it to be on a limited production run, but then later revealed to be added as a third model to the lineup.
Sony announces the discontinuation of their 20 GB version of the PS3 in North America due to the Americans favoring the 60 GB version.[22]
Despite predictions of poor sales due to its backwards-compatibility problems and pricing controversies, the Playstation 3 enjoyed a strong late-March launch in Europe, selling 600,000 units in the first two days.
In early July, Sony dropped the price of the 60 GB PS3 by $100 (now $499) to increase sales in the American market (no price reduction in the Europe market), however no new 60 GB units were to be assembled and the 60 GB stocks were reported to last only a few months. Also announced was an 80 GB PS3 bundle (with MotorStorm) that would replace the 60 GB version on the shelf at $599.
At E3 2007, Sony released information that a new version of the PlayStation Portable, known as the PlayStation Portable Slim (also called PSPLite—in similarity with DS Lite or PSP-2000). It was released on September 10, for all regions.
Halo 3 is released by Microsoft and becomes the fastest-selling video game in history, generating a revenue of $170 million in North America during its first 24 hours of release. In addition, it also became the fastest-selling entertainment release in history, beating the previous record holder, the movie Spider-Man 3, by a significant margin.[23]
On September 12, 2007, it was reported by the Financial Times that the Wii had surpassed the Xbox 360, which was released one year previously, to become the market leader in worldwide home console sales for the current generation.[24]
2008
Nokia Corporation will launch its 2nd generation N-Gage platform early in 2008.[25][26]